Professional Documents
Culture Documents
Credits:
Surviving and fighting cold A special thanks to my friends that helped me with this work,
especially to Giancarlo Borracci, alias Vodacce and his blog
http://cronachedelgattosulfuoco.altervista.org/blog/
Summary 2
Ruling the cold into the game 3
Extreme situations, extreme dangers 3
Weapons and armors 6
Adventuring gear 8
Every PC's that want to survive for more than a few days into the Falling into water and cold rain.
cold should bring with himself at least something to eat, heavy
clothing, and should have a form of shelter for the night.
Moving over a frozen surface is already hard and dangerous, but
falling inside a frozen or snow-covered river or lake is another
Normal rations are not enough for a humanoid in cold climate, the
matter entirely: everyone falling in such cold water is drained
need for calories makes anyone eat at least double than normal, or
from bodily heat at a surprising rate, so for any minute he's
should buy rations from the list below. Heavy clothing should cover
inside the water, he takes 2d6 to 4d6 cold damage, based on
the head, body, legs and feet at least: fur or wool clothing is good,
outside temperature (from 3° to -10° and over) that follows the
leather armor is not, while wearing layers of normal clothing is not
same rules as the chapter before, so this damage do not heal
enough.
normally and the proficiency bonus will drop to zero if damage
Finally, every night the PC's need some shelter: a cold climate tent,
is taken.
yurta or a shelter built with survival skills, plus a heavy sleeping
Ice sheets are very hard to navigate: moving over them is difficult
terrain, to move at half speed a PC must succed in a DC 12 check
or fall prone, if there's no way to keep balance or cling to
something around, but anyone can move at full speed if moving on
all four, even if anyone moving like this is considered prone.
Ice may be terribly sharp, and a broken ice shard can cut like a
razor. Ice dropping from any height do 3d6 cold and slashing
damage for every 10 feet he falls, a saving throw against Dexterity
against DC 12 may halves the damage. Caves in cold climates do
often have both in the entrance and inside icicles that can break free
with vibration or a strong sound, such caves may be really
dangerous.
Large areas covered in snow can reflect the sun and create the
weird effect of giving sunburst in exposed skin, it's up to the DM to
value the effects, but generally speaking if little skin is exposed,
1d4 cold damage without special effects, for every hour of
exposition is enough. Sun reflection also may hit the eyes, wich if
are not screened, like with a snow goggle, may swell and create
temporary blindness after 3-4 hours of exposition, that will last
until eyes are treated (fresh bandages).
Armor and weapons description ft. wooden shaft. Its main use is to break ice, cut it or used for
climbing, but is also a great weapon as the use as a tool make it
Belaying pin. razor sharp.
More a tool than a weapon, this is a 15-20 inch lenght of wood
used on ships to secure riggings (ropes) to the ship, that can be Luqu.
easily used as a club, famous to be a preferred weapon for killing The Luqu is similar to an harpoon, but instead of a single barbed
seals as to not damage the pelt of the animal tip, it have three bone or wood hooked tips at one end, opened
like a funnel, mainly used for fishing. It can be used as a weapon
Gaff/hook. too, but is a bit fragile and wih a critical hit it will break.
A wooden shaft long around 3 feet wih a hook at his end, used on
ships as a tool for getting ropes or for boarding, was often used as a
weapon. Using this weapon with both hands gives advantage in
grappling attemps.
Harpoon.
A harpoon is very like a javelin, except that his point is often made
wih barbs or as a fishing hook, so when thrown, the weapon cannot
be removed easily and continue causing damage. Harpoons are
mainly hunting weapons, and often are made with a detatchable tip
tied to a rope, so the animal can be retrieved or tied to trees or, as in
whale hunting, to ships to tire the prey.
Ice pick.
An ice pick is both a tool and a weapon. It have a point at one end
and, opposite to it, an axe, both made from steel or iron, tied to a 2
Bola.
This weapon is incredibly simple but have great effectiveness: is
made by tieing three or more weights, often round stones, like a
cross, with ropes. The weapon can be launched at a target and, with
his rotation, it will tie to arms, legs or other extremities of the
creature, blocking them. It works like a net, but anyone hit can also
Barbed Needles.
Barbed needles for blowguns made from bones, they cannot be
Yurta.
Steppe and arctic tribes with nomadic lifestyle build small huts
made from wooden or bone poles and pelts or furs from large
animals, sewn togheter. Those huts are made to resist wind, but
they can be disassembled in a matter of minutes and carried on
pack animals, so an entire village can be ready tomove in less than
Feats
Arctic hunter
- while using Luqu, ice pick, harpoon, snow blade or ulu as a main
weapon and nothing in the other hand, you gain a +1 bonus to AC
and to hit with these weapons only.
Living into the cold wild and practicing any kind of spell lets you
know the perils of the cold, and use them onto your foes with great
capability, gaining the following benefits:
- once for long rest, when you cast a spell that have ice or cold
involved (both in damage or in the effect) you can cast it as it was
two spell slots higher. This applies only to spells you can actually
casts, but goes over your actual spell level.
- when you're in the wild, you gain double proficiency if you make
investigation or perception checks to find or understand if there
may be a natural hazard near you or incoming, such as a crevice
hidden by snow, thin ice over a river you need to go trough, an
avalanche or a blizzard.