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Starvation and Exposure
I'm planning a new chronicle set in Rohan during the Long Winter. I have some time before actually getting into the winter (I'm starting it in the mid to late summer when all of the invasions start), so I wanted to get some feedback on a couple of things:
Have any of you ever dealt with the effects of the cold and of hunger? I got some ideas from the Ring of Barahir Chronicle as far as setting TNs for coping with the weather, but I'm at a loss for how to turn the tests into penalties.
For example, a standard Stamina vs Weariness test is TN10, +5 for extreme weather conditions for a base TN15, +1 per mile per hour the wind is blowing, +1 per additional test (every two hours, let's say) made while exposed to the weather.
What I'm not able to figure out is when do the effects of failed tests begin to translate into things like frostbite, hypothermia, and eventually, death. Obviously, failed tests will result in loss of Weariness Levels, but at what level do I start "freezing" them? Or do I add 1d6 damage per Weariness Level lost? Any ideas? Suggestions?
These same things apply for the famine that they will eventually have to face. How did some of your Narrators handle these kinds of things?
All help and suggestions are appreciated.
DRS
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Winter Freeze
Hey Dustin,
How is it going? I read this and thought I would give a suggestion or two. I am running my campaign in the North (1637 TA) and it is January, so the winter freeze is happening. The Witch-king has also been sending unnatural weather at the heroes so they have been having to deal with that as well.
Here is what I have been doing:
Travel and Stamina Tests
I make these tests a TN 20 for a days travel (TN 20 equates to 20 miles a day in distance moved). I give a +5 bonus for the horse they ride and any other modifiers they get do to Edges, etc.
On any Success, they travel the whole 20 miles for that day.
On a Failure, they lose one Weariness level but travel the distance.
On a Complete Failure, they lose two Weariness levels but travel the distance.
On a Disastrous Failure, they lose three Weariness levels and must stop for the day. I roll 2d6 to determin how many of the 20 miles were not covered.
These kind of tests are great when the party is on a time table or are limited on supplies.
As for the winter freeze and the threats that come with it:
I require a Survival Test for that day based upon how severe the weather is, so that the party can create a comfortable (and safe) place to rest. If failed, they gain a -3 modifier to just their Stamina Tests the next day and the Weariness gained is not eliminated. This -3 modifier will be cumulative for each day that a successful Survival Test is not made, but is elimintated in full on the first 'good night's sleep'.
What this all works out to is, a character not prepared for the rigors of travel and the dangers of winter can become slowly exhausted and lethargic to the point that they cannot recover Weariness and thus not move anymore. That is when frostbite and eventually death could occur. At this point I would begin to give 2d6 damage per day due to freezing to death (this damage could be increased or decreased on severityof the storm).
Point is, as in most cases of death by freezing (as I understand it), you just go to sleep and never wake up - the outer extremities frozen and useless.
In our campaign there was this time where a severe winter night hit the party and they were on a great plain with no wood for fire, or trees for cover. It was cool because my players were using their Courage to survive and burning their extra clothes, arrows, and spearshafts just to make a weak fire. It was a lot of fun... for me! :D
Tomcat
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Awesome. I'm stealing that for my Fall of Arnor campaign, hope you don't mind, Tomcat. :D