Despite every caver insisting on a good supply of torches and candles, they all end up feeling the ground in the dark eventually.
Despite every caver insisting on a good supply of torches and candles, they all end up feeling the ground in the dark eventually.
Those who know their environment have a knack for crawling efficiently, feeling the surroundings through their fingertips and beards, and remembering every passage they took in the light simply through the sounds of their own breathing echoing uniquely in every cavern-segment.
Those who know their environment have a knack for crawling efficiently, feeling the surroundings through their fingertips and beards, and remembering every passage they took in the light simply through the sounds of their own breathing echoing uniquely in every cavern-segment.
...
@@ -100,6 +102,21 @@ A tie indicates that the shelter holds for a few hours, then collapses.
...
@@ -100,6 +102,21 @@ A tie indicates that the shelter holds for a few hours, then collapses.
Each Margin cures 1 \glspl{fatigue} caused by poison by the end of the interval.
Each Margin cures 1 \glspl{fatigue} caused by poison by the end of the interval.
Of course if the roll fails, each failure margin \emph{inflicts} a \gls{fatigue}.
Of course if the roll fails, each failure margin \emph{inflicts} a \gls{fatigue}.
Long, underground tunnels don't have a lot of oxygen.
Taking a torch down one, or even staying down too long, and sucking up all the oxygen, can cause hypoxia.
Once hypoxia begins, people will feel light headed, confused, and dizzy.
If any \gls{pc} succeeds in the roll, they understand that hypoxia has settled in, and can put out their torches in order to stop the penalty increasing too quickly, and will probably try to move elsewhere.
If the \glspl{pc} fail the roll, the \gls{gm} should increase the \gls{tn} for all rolls, without explaining why the \gls{tn} for various actions is so high, and continue increasing the \gls{tn} until the party find themselves weak, and confused, or manage to get out the other side.
Once out, all penalties vanish, except for a single \gls{fatigue}.
Understanding what altitude one has reached immediately indicates whether there might be running water, what type of rocks and minerals compose the surroundings (and therefore the chance of a cave-in), and how far one has to go to the surface.
Understanding what altitude one has reached immediately indicates whether there might be running water, what type of rocks and minerals compose the surroundings (and therefore the chance of a cave-in), and how far one has to go to the surface.
Despite gradual gradients, or sharp ups and downs, a good caver knows exactly how far they sit from the surface at all times.
Despite gradual gradients, or sharp ups and downs, a good caver knows exactly how far they sit from the surface at all times.
...
@@ -225,6 +243,7 @@ Each failure margin adds 2 Miles to the journey time, so when trying to find a p
...
@@ -225,6 +243,7 @@ Each failure margin adds 2 Miles to the journey time, so when trying to find a p
If the roll is an 8, the actual journey would be 18 miles.
If the roll is an 8, the actual journey would be 18 miles.
\paragraph{Running in the Dark} -- \roll{Wits}{Caving}, \tn[12].
\paragraph{Running in the Dark} -- \roll{Wits}{Caving}, \tn[12].
\index{Spelunking!Running in the dark}
A torch adds a +3 Bonus.
A torch adds a +3 Bonus.
A tie means the character comes to a sudden halt, without Damage.
A tie means the character comes to a sudden halt, without Damage.
Failure means $1D6$ Damage, plus the character's Speed (running faster means more Damage).
Failure means $1D6$ Damage, plus the character's Speed (running faster means more Damage).