Breathable air in a smokey room (air supply in general)

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AxeMental
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Breathable air in a smokey room (air supply in general)

Post by AxeMental »

I'm working on designing some encounters for this coming weekend game (where oil would be the obvious weapon of choice, but also potentially more dangerous for the party from smoke inhalation and oxygen depletion). :twisted:

Does the DMG offer guidance concerning how long x number of PCs could survive in an airtight room of y dimensions? For instance, if you had a room that was 10x10x10 with 5 PCs trapped in it, how long might they live (assuming one candle for light) one example group working to escape, another resting. If not, anyone got an educated guess?

Also, does the DMG mention how to deal with using flaming oil in small rooms (I could have sworn this was mentioned someplace, but can't find it). For instance, what effect do you think throwing one flask of burning oil might have in a room thats 10x10x10? What about 5 flasks of burning oil. Ditto making an educated guess (if nothing better). I thought one of the modules addressed running out of air (but can't remember which).

Thanks in advance!
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Re: Breathable air in a smokey room (air supply in general)

Post by Guy Fullerton »

Google found this. I have no idea how reliable the info is, but you may find the numbers useful (especially since they're based on a 10' x 10' x 10' cube space):
http://io9.com/5861679/how-long-would-y ... an-airlock
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darnizhaan
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Re: Breathable air in a smokey room (air supply in general)

Post by darnizhaan »

A4 has rules for swimming underwater without drowning, perhaps you could adapt those.

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BlackBat242
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Re: Breathable air in a smokey room (air supply in general)

Post by BlackBat242 »

"I'm all out of love... I'm so lost without you."

Oh, sorry... not that Air Supply. ;)
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AxeMental
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Re: Breathable air in a smokey room (air supply in general)

Post by AxeMental »

Blackbat, you've just given me a terrible idea for an encounter.
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Blackadder23
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Re: Breathable air in a smokey room (air supply in general)

Post by Blackadder23 »

There aren't explicit rules for this. I would go with whatever's cool, whatever's funny, whatever's challenging but fair.
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Re: Breathable air in a smokey room (air supply in general)

Post by BlackBat242 »

AxeMental wrote:Blackbat, you've just given me a terrible idea for an encounter.
Glad to be of service.
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prespos
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Re: Breathable air in a smokey room (air supply in general)

Post by prespos »

See DSG, page 36.

Prespos

PS.
While I'm not advocating the DSG (or the WSG) as BtB, it (they) can be helpful as a reference. Read it (them) for inspiration, then come up with your own idea. Fully integrating the DSG & WSG into the campaign is NOT in the spirit of the game... (cf. DMG.9)

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Re: Breathable air in a smokey room (air supply in general)

Post by T. Foster »

When I purged the gaming stuff I no longer wanted I got rid of my DSG and WSG, and even before that they'd been boxed up in my mom's basement and not part of my "active" ruleset since the release of 2E (or maybe even slightly before - I know I turned against NWPs very quickly). So I don't consciously use anything from either of them in my games, and everything that they cover (mostly RW-derived stuff about environmental effects) I'm confident I can make up a rule on my own that will work as well or better (perhaps after a Google search or quick bull-session here).

That said, when a topic comes up (like this one) that's something that was covered in those books, I don't have any objection to people pointing out what the rule was there, not in the spirit of "pulling BTB rank" and closing down further discussion, but in the spirit of offering a suggestion. Usually the SG rules are too complicated and I prefer something simpler, and also they tend to be very literal-minded and don't (IMO) give enough consideration to what would be cool or fun at the table (things that involve die-rolls and player decisions - some element of luck and/or skill rather than just straight math). But they're still useful as data-points, something to consider as an alternative.
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