Post by DM Bob on Oct 29, 2020 14:58:33 GMT -12
Under normal circumstances (with a good gulp of air and not performing strenuous feats), a character can hold his breath up to 1/3 his Constitution score in rounds (rounded up). If the character is exerting himself, this time is halved (again, rounded up). Characters reduced to 1/3 or less of their normal movement because of encumbrance are always considered to be exerting themselves. If unable to get a good gulp of air, these times are reduced by ½. All characters are able to hold their breath for one round, regardless of circumstances.
While attempting to hold his breath beyond this time, the character must roll a Constitution check each round. The first check has no modifiers, but each subsequent check suffers a -2 cumulative penalty. Once a check is failed, the character must breathe (if he cannot reach the surface, he drowns).
The Gray Death
Silt travelers must be forewarned of the Gray Death: suffocation from windborne dust while wading or flying above the silt (or even traveling near its borders) on windy days. The lungs and the throat slowly clog with dust, and unprotected characters traveling in these conditions suffer as if they were drowning (see above), except all times are computed in turns, not melee rounds. See the Sea of Silt Weather Chart (under Encounters) to find when Gray Death conditions exist. Breathing through a thin, fine cloth is adequate protection for most humans and human-like creatures. The cloth must be kept damp and clean, which consumes ½ gallon of water per day. Creatures suffering from the Gray Death have an initiative penalty of +4 and -4 to hit and damage. This is assumed normal procedure in game, especially when working with experienced sailors & skimmer types.
Immersing one's self in silt completely without having a proper method of breathing will always cause the Grey Death conditions to appear post surfacing.
Ways of dealing with said condition:
Consuming and purging 3x your daily ration of water.
Cure disease as the spell
Other magical & psionic means that my brain isn't thinking of currently, but probably exist
While attempting to hold his breath beyond this time, the character must roll a Constitution check each round. The first check has no modifiers, but each subsequent check suffers a -2 cumulative penalty. Once a check is failed, the character must breathe (if he cannot reach the surface, he drowns).
The Gray Death
Silt travelers must be forewarned of the Gray Death: suffocation from windborne dust while wading or flying above the silt (or even traveling near its borders) on windy days. The lungs and the throat slowly clog with dust, and unprotected characters traveling in these conditions suffer as if they were drowning (see above), except all times are computed in turns, not melee rounds. See the Sea of Silt Weather Chart (under Encounters) to find when Gray Death conditions exist. Breathing through a thin, fine cloth is adequate protection for most humans and human-like creatures. The cloth must be kept damp and clean, which consumes ½ gallon of water per day. Creatures suffering from the Gray Death have an initiative penalty of +4 and -4 to hit and damage. This is assumed normal procedure in game, especially when working with experienced sailors & skimmer types.
Immersing one's self in silt completely without having a proper method of breathing will always cause the Grey Death conditions to appear post surfacing.
Ways of dealing with said condition:
Consuming and purging 3x your daily ration of water.
Cure disease as the spell
Other magical & psionic means that my brain isn't thinking of currently, but probably exist