Friday, October 7, 2016

Just Deserts

So I've made a large expanse of arid wasteland south of Bellstone Keep the focus of attention for the next few sessions. Unfortunately, like a shipwrecked survivor scouring a beach littered with flotsam for vital supplies, the rules about deserts are scattered throughout both the DMG and PHB in a haphazard fashion. Having pulled together the different sections, here is my concise guide to 5th Edition rules about deserts.

What lives in the desert?

At the back of the DMG, potential monster encounters are sorted by environment, and desert monsters are on page 302. Additionally, nomadic tribes probably live in the desert, similar to our world. Trade routes might be established with small enclaves at an important juncture or an isolated oasis.

What about desert gear?

The biggest enemy in the desert is the sun itself. It can heat you up, making you sweat at the slightest exertion. If you get a sunburn, your body will spend precious water repairing the damaged skin. So how can you defeat an enemy that glares down on you for roughly 50% of the time?

Shielding yourself from the sun takes some work but is vital to prevent sweating that deprives your body of water, and the first step is to dress for the environment. In our world, the optimal wardrobe consists of a hat (wide brim, closed crown), long pants (lightweight, breathable material is preferable), and a long sleeved shirt (same idea as pants).

Unfortunately, there is no listing in the Player's Handbook or the Dungeon Master's Guide for cotton robes, wide-brimmed hats, turbans or any other familiar desert gear. Under magic items, efreeti chain (DMG 167) looks like armor you might find being worn by a desert warrior, but the item makes no specific mention of the desert. I cannot say that this armor offers no benefit to those traveling across the desert because this armor confers immunity to fire damage to its wearer. As we'll see below, this benefit is extremely helpful.

In addition to clothing, characters can rely on shade to hide from the baleful glare of the sun. Shade might be found naturally (cave, rock formation), improvised (strategically place cloak or shield) or prepared (tents or other constructed shelter). In 5th Edition, the only tent listed for sale can shelter two people. This modest tent costs 2gp and weighs 20 lbs. (PHB 150) This limited offering is in sharp contrast to previous editions. Even Pathfinder offers a wide array of tents to suit an adventurer's needs and preferences. However, those prices are more expensive. Their "small" tent also weighs 20 lbs., costs five times as much yet can protect only a single occupant.

In an effort to balance the two systems, here is a breakdown of tents available. Cold weather tents are padded with furs and extra layers to fend off frigid temperatures. A cold weather tent gives advantage to saves against the effects of cold weather. Be warned; those tents provide no protection from cold damage.
The one useful item subject to several rules is the waterskin. (PHB 150 & 153) A waterskin holds 4 pints of water. To those unfamiliar with English measurements (which can even include those who use English measurements), 2 pints make a quart, and 4 quarts make a gallon. Thus, 1 waterskin = 2 quarts = 0.5 gallons. The quantity of water needed to safely traverse the desert is covered below.

Other than Lincoln Chaffee, who wants to use an easy-to-learn system like metric?

What are the consequences of traveling in the desert heat?

Wilderness travel (DMG 106-112) is discussed generally, with specific dangers on pages 110 & 111.
Extreme heat can weaken a creature lacking sufficient water. Extreme heat is defined as sustained temperatures above 100F (~38C). After an hour of extreme heat, a character makes a DC 5 Constitution save. Failure gives the character a level of exhaustion. Remember that the levels of exhaustion (PHB 291) are cumulative and will eventually cause the death of a character. Each subsequent hour, another Constitution save is required, but with an increase of the DC by 1 for every cumulative hour spent in the heat.

Now here's where the efreeti chain comes in handy. Characters wearing medium armor, heavy armor or heavy clothing makes the Constitution save with disadvantage. (I cannot find any definition for "heavy clothing" so your guess is as good as mine.) However, creatures with resistance or immunity to fire damage automatically make those saves, regardless of other factors. (Creatures adapted to hot climes also succeed automatically.)

How much water is required to survive in the desert?

A character needs one gallon of water daily to survive under average conditions, regardless of size. (Sorry, halflings.)  However, this requirement increases to two gallons of water daily in hot weather. (PHB 185)

What is hot weather? I can only presume that it is weather that is a bit hotter than average that does not meet the criteria for extreme heat listed above. If I had to make a call (and I guess I do), then I would list "hot" weather as 80F (~27C) or warmer.

A character could conceivable consume four waterskins daily to survive. If a character drinks only half the required amount, then the end of every day will require a DC 15 Constitution save. Failure means the character gains one level of exhaustion. A character without even half rations of water automatically fails that save. Additionally, if anyone already has one level of exhaustion from any source, then failure inflicts two levels of exhaustion instead.

These rules mean that if a character has no access to water, then that character suffers one level of exhaustion after the first day. The next day takes the character down two levels of exhaustion. Another two levels on the third day drop the character to the fifth level of exhaustion, only one above dying. So on the fourth day, any exhaustion suffered will kill the character. This time limit is a little more generous than the commonly accepted medical wisdom that states it takes only three days without water to kill a human.

What hazards are there in addition to heat?

The section of wilderness hazards (DMG 110) lists strong winds as a threat. In most environments, the wind makes ranged attacks and Wisdom (Perception) checks based on sound more difficult. In a desert, the sand and dust picked up by such winds become a sandstorm, imposing disadvantage on Wisdom(perception) checks relying on sight in addition to other impediments listed.

While not specifically listed in either book, a character could drown in the desert. Dry river beds cutting across the desert might yield valuable water after some persistent digging, but those gullies are also channels where rain can quickly gather into a flash flood. A character trapped in the sudden torrent runs the risk of suffocating. (PHB 183) A character can hold their breath a number of minutes equal to (1 + Constitution modifier). Characters with a negative modifier can hold their breath for 30 seconds (5 rounds). After that time, the character is still alive for a number of rounds equal to their Constitution modifier, with a minimum of one round.

Stay cool!

~ Tidwin
10/07/16

Session Eight Recap 11SEP2016

Last time, the party jumped back in time to about the same time that they left town to venture into the swamp the first time. Having returned to town, the clock is ticking towards a future where a massive wave of flyers approach Bellstone Keep from the desert.

Having established a plan with Sir Richard to gather archers surreptitiously, everyone returned to the Inner Market to meet their Masters. In the early morning, they find Baron Xenith, with a coterie of nobles and important personages, touring the market. The nobles were talking eagerly, offering their opinions about the crafts on display, but the Baron seemed uninterested in the conversation.
  • Yward Brightscale: dragonborn captain of the City Guard
  • Lady Holly: human First Scribe of the Learned Vassals
  • Grover Horntuner: gnome High Foreman of the Miner's Guild
  • Harvey Gamblegain: gnome Magnate of the Coiner's Guild
  • Reverend Zatapiony: dwarf Skipper of the Sailor's League
  • Rosazco Quill: weapons merchant and patron of the arts
  • Dame Grace: Knight of the Golden Blade, visiting from Cliffside
While still watching the dragon and his retinue, a familiar voice calls over to the party. The goblin An'stuff is dressed as a toreador, keeping a sluggish bull at bay. With a flourish of his crimson cape, An'stuff explains he is helping a crafter display costumes that let one act with unfamiliar skills or talents. In this case, the diminutive goblin is toying with a bull easily three times his size, magically endowed with the abilities of a toreador. The tailor Eskestash explains that the costumes can imitate and bestow activities which engender some passion: dancing, juggling, bull fighting, and similarly passionate pursuits. Finer skills like crafting remain beyond Eskestash's ability to mimic through his costumes yet.

Suddenly, An'stuff gives a terrified but muffled scream. The luckless goblin has somehow become entangled in the cape. More worrying, though, is that the listless bull has been replaced by a monstrous bull of intimidating size. The beast swings its sharp horns at anyone near, but it also breathes a strange green dust across the market, although none in the crowd seem affected by the noxious plume.

The party deftly works to get the crowd out of the way, release An'stuff and face the terrifying creature. Kaden also spots a city guard slinking away that bears an uncanny resemblance to the illusion of a guardsman created by the recovered magic cap. A few quick shots bring the "guard" to a stop, while the party members fighting the gorgon are joined by Rosazco. The nobleman seems to handle his blade well enough, although his reddish face indicates that combat might be a level of exertion to which he is unaccustomed.

The party successfully smote the foul beast while saving An'stuff. The "guard" turns out to be a goblin wearing another of those illusion-generating caps. The uncooperative troublemaker is bundled off to the custody of the city guard. Glad that his model and his merchandise remained unharmed, Esketash gave the party 500gp in gratitude.

Flush with either exertion or ecstasy, Rosazco invites the party to a Shiennarm celebration at his Inner Ring mansion. Arriving at the appointed time, the party arrives at Quillmere, an opulent dwelling filled with art objects, rare weapons and unusual creations crafted by previous Shiennarm victors.

One guest in particular does not seem to enjoy the festivities. Nimblethorn encounters the glowering human, who curtly asks where the host can be found. Not suspecting any ill intent, Nimblethorn eagerly points out Rosazco among the throng. The human storms up, announces himself as Ulric McMahon and challenges the noble to a duel.

At this point of the evening, hoswever, the large-nosed reveler is in no condition to fight. Before passing out, Rosazco gets Beckley to serve as his second, who then finds himself dueling an angry Ulric. Despite a lucky early blow from Ulric, the knight dispatches the unruly guest and the party resumes.

While Xenith is not at the party, the retinue of significant personages is present, along with Lt. Aden Foxhaven, second-in-command of the City Guard. In particular, the party talks with the two gnomes about their journey to the desert. Instead of a long trek over the mountain range, the gnomes reveal that the dwarves have an extensive network of mines under the mountain, including one path where a railcart can bring them to the edge of the desert. The gnomes warn the party that this route has falen into disuse, so there might be unwelcome guests on the trip.

The next day, the party heads out to the mines. The miners, having been forewarned, escort the party to the railroad in question. Although the trip passes uneventfully, the cavern where the group arrives is dark and a nest of gricks have settled in comfortable. After fighting off the resilient foes, they can venture out and look south onto the desert.
~ Tidwin
10/07/16