Weather

Snow castle v 2 by checkercherries d4rfwnf

We will be using a modified Greyhawk 2E Weather Generator which is based on global posititioning, climate and date. The systems creates high/low temperatures, wind speeds and gusts, precipitation, hours of sunlight and special weather events. The generator will adjust as the party moves to different locations. The weather is able to influence many aspects of the campaign.

Conditions:
Blizzard: The combination of high winds, heavy snow (typically 1d3 feet), and bitter cold make blizzards deadly for all who are unprepared for them.

Blizzards reduce visibility to zero, making Spot, Search, and Listen checks and all ranged weapon attacks impossible. All sight, including darkvision, is obscured beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance).

Blizzards automatically extinguish candles, torches, and similar unprotected flames. They have a 75% chance to extinguish protected flames, such as those of lanterns.

Creatures must succeed on a DC 18 Fort save or be blown away (Small or smaller creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet), knocked down (Medium; prone), or checked (Large or Huge; unable to move forward against the force of the wind).

Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of nonlethal damage due to battering and buffeting (Medium or smaller creatures), blown back 1d6 x 10 feet (Large), or blown back 1d6 x 5 feet (Huge or Gargantuan).

In addition, blizzards leave 1d3 feet of heavy snow on the ground afterward. It costs 4 squares of movement to enter a square covered with heavy snow. A blizzard may result in snowdrifts 1d4 x 5 feet deep, especially in and around objects big enough to deflect the wind — a cabin or a large tent, for instance.

Cold: An unprotected character in cold weather (below 40°F) must make a Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage.

A character who has the Survival skill may receive a bonus on her saving throw and may be able to apply this bonus to other characters as well.

A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.

Nonlethal damage from cold or exposure cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.

Duststorm: These desert storms blow fine grains of sand. The combined effects of dust and wind reduce visibility by three quarters, imposing a -8 penalty on Spot, Search, and Listen checks. Duststorms make ranged weapon attacks impossible, except for those using siege weapons, which suffer a -4 penalty on attack rolls.

Duststorms automatically extinguish candles, torches, and similar unprotected flames. They cause protected flames, such as those of lanterns, to dance wildly and have a 50% chance to extinguish these lights.

Creatures must succeed on a DC 15 Fort save or be blown away (Tiny or smaller creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet), knocked down (Small; prone), or checked (Medium; unable to move forward against the force of the wind).

Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of nonlethal damage due to battering and buffeting (Small or smaller creatures), blown back 1d6 x 10 feet (Medium), or blown back 1d6 x 5 feet (Large).

Duststorms leave behind a deposit of 1d6 inches of sand.

Extreme Cold: Extreme cold (below -20°F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing metal armor or coming into contact with very cold metal are affected as if by a chill metal spell.

A character who has the Survival skill may receive a bonus on her saving throw and may be able to apply this bonus to other characters as well. Characters wearing winter clothing only need check once per hour for cold and exposure damage.

A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.

Nonlethal damage from cold or exposure cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.

Fog: Whether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance).

Hail: The sound of falling hail imposes a -4 penalty on Listen checks. Sometimes hail can become large enough to deal 1 point of lethal damage (per storm) to anything in the open.

A day of hail leaves 1d6 inches of loose ice on the ground. It costs 2 squares of movement to enter a hail-covered square.

Hurricane: The combined effects of torrential precipitation and high wind reduce visibility to zero, making Spot, Search, and Listen checks and all ranged weapon attacks impossible.

All flames are automatically extinguished.

Hurricane-force winds often fell trees. Creatures must succeed on a DC 20 Fort save or be blown away (Medium or smaller creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet), knocked down (Large; prone), or checked (Huge; unable to move forward against the force of the wind).

Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of nonlethal damage due to battering and buffeting (Large or smaller creatures), blown back 1d6 x 10 feet (Huge), or blown back 1d6 x 5 feet (Gargantuan).

In addition, hurricanes are accompanied by floods. Most adventuring activity is impossible under such conditions.

Rain: Rain reduces visibility by half, imposing a -4 penalty on Spot and Search checks. It also imposes a -4 penalty on Listen checks and ranged weapon attacks.

Rain automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish these lights.

Severe Heat: In severe heat (above 110°F), a character must make a Fortitude save once every 10 minutes (DC 15, + 1 for each previous check) or take 1d4 points of nonlethal damage.

Characters wearing heavy clothing or armor of any sort take a -4 penalty on their saves. A character with the Survival skill may receive a bonus on her saving throw and may be able to apply this bonus to other characters as well.

A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers the nonlethal damage she took from the heat.

Nonlethal damage from heat exposure cannot be recovered until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once rendered unconscious through the accumulation of nonlethal damage, the character begins to take lethal damage at the same rate.

Severe Thunderstorm: The combined effects of torrential precipitation and high wind reduce visibility to zero, making Spot, Search, and Listen checks and all ranged weapon attacks impossible.

Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused.

Creatures must succeed on a DC 18 Fort save or be blown away (Small or smaller creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet), knocked down (Medium; prone), or checked (Large or Huge; unable to move forward against the force of the wind).

Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of nonlethal damage due to battering and buffeting (Medium or smaller creatures), blown back 1d6 x 10 feet (Large), or blown back 1d6 x 5 feet (Huge or Gargantuan).

In addition, thunderstorms are accompanied by lightning that can pose a hazard to characters without proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1 hour period at the center of the storm. Each bolt causes electricity damage equal to 1d10 eight-sided dice.

Sleet: Essentially frozen rain, sleet reduces visibility by half, imposing a -4 penalty on Spot and Search checks. It also imposes a -4 penalty on Listen checks and ranged weapon attacks.

Sleet automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 75% chance to extinguish these lights.

A day of sleet leaves 1d6 inches of loose ice on the ground. It costs 2 squares of movement to enter a sleet-covered square.

Snowstorm: The combined effects of precipitation and wind reduce visibility by three quarters, imposing a -8 penalty on Spot, Search, and Listen checks. Snowstorms make ranged weapon attacks impossible, except for those using siege weapons, which suffer a -4 penalty on attack rolls.

Snowstorms automatically extinguish candles, torches, and similar unprotected flames. They cause protected flames, such as those of lanterns, to dance wildly and have a 50% chance to extinguish these lights.

Creatures must succeed on a DC 15 Fort save or be blown away (Tiny or smaller creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet), knocked down (Small; prone), or checked (Medium; unable to move forward against the force of the wind).

Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of nonlethal damage due to battering and buffeting (Small or smaller creatures), blown back 1d6 x 10 feet (Medium), or blown back 1d6 x 5 feet (Large).

In addition, snowstorms leave 1d6 inches of snow on the ground afterward. It costs 2 squares of movement to enter a snow-covered square.

Thunderstorm: The combined effects of precipitation and wind reduce visibility by three quarters, imposing a -8 penalty on Spot, Search, and Listen checks. Thunderstorms make ranged weapon attacks impossible, except for those using siege weapons, which suffer a -4 penalty on attack rolls.

Thunderstorms automatically extinguish candles, torches, and similar unprotected flames. They cause protected flames, such as those of lanterns, to dance wildly and have a 50% chance to extinguish these lights.

Creatures must succeed on a DC 15 Fort save or be blown away (Tiny or smaller creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet), knocked down (Small; prone), or checked (Medium; unable to move forward against the force of the wind).

Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of nonlethal damage due to battering and buffeting (Small or smaller creatures), blown back 1d6 x 10 feet (Medium), or blown back 1d6 x 5 feet (Large).

In addition, thunderstorms are accompanied by lightning that can pose a hazard to characters without proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1 hour period at the center of the storm. Each bolt causes electricity damage equal to 1d10 eight-sided dice.

Wind Effects:

Light Wind: A gentle breeze, having little or no game effect.

Moderate Wind: A steady wind with a 50% chance of extinguishing candles, torches, and similar unprotected flames.

Strong Wind: Strong gusts of wind that impose a -2 penalty on Listen checks and ranged weapon attacks. Such gusts automatically extinguish candles, torches, and similar unprotected flames.

Tiny or smaller land-bound creatures must succeed on a DC 10 Fort save every round or be knocked prone. Small or smaller airborne creatures are instead blown back 1d6 x 10 feet.

Special Conditions:

Animus Blizzard: The combination of high winds, heavy snow (typically 1d3 feet), and bitter cold make blizzards deadly for all who are unprepared for them. Further, animus blizzards are infused with negative energy, and any creature which perishes in one becomes a wight 1d4 rounds later.

Blizzards reduce visibility to zero, making Spot, Search, and Listen checks and all ranged weapon attacks impossible. All sight, including darkvision, is obscured beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance).

Blizzards automatically extinguish candles, torches, and similar unprotected flames. They have a 75% chance to extinguish protected flames, such as those of lanterns.

Celestial Clarity: The sky is a perfect azure blue, colors seem more vibrant, and details appear sharper. Celestial clarity grants a +4 bonus to Spot, Search, Listen, and Sense Motive checks. It also negates any fear or confusion effects.

Dragon’s Breath: Gusts of hot air blow out of the east, accompanied by wisps of flame. Dragon’s breath has a 50% chance of igniting candles, torches, tinder, loose paper, and similar flammable objects.

Empyrean Sky: Golden or rose colored light fills the sky, and heroes and heroic deeds are granted divine favor. Good characters beneath an empyrean sky gain a +2 morale bonus to attack rolls and a +4 morale bonus to skill checks, and neutral characters gain a +1 morale bonus to attack rolls and a +2 morale bonus to skill checks.

Ethereal Fog: Ethereal fog is a shimmering mist which manifests suddenly and out of thin air. It obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance). In addition, creatures taking a movement action within the fog must succeed on a DC 15 Will save or be teleported to a different random location within the fog.

Expeditious Tailwind: An expeditious tailwind is a fey zephyr which follows creatures, pushing them along more swiftly. Creatures gain an enhancement bonus of 30 feet to their walking or flying speed.

Expeditious wind has a 50% chance of extinguishing candles, torches, and similar unprotected flames.

Hallucinatory Storm: Dark clouds shot through with lightning rage overhead, and rumbling thunder and howling winds fill the air. The noise imposes a -4 penalty on Listen checks, but the storm has no other effect.

Incendiary Clouds: Clouds of roiling smoke shot through with hot embers drift overhead, casting a fiery glow. Airborne creatures flying into an incendiary cloud cause it to ignite, dealing 4d6 points of fire damage (DC 18 Reflex save negates).

Phantom Snow: Phantom snow was named by rogues and thieves, who take particular advantage of it. Anyone moving upon it does so silently (+4 bonus to Move Silently checks), and leaves neither track nor trace of their passage.

Snow reduces visibility by half, imposing a -4 penalty on Spot and Search checks. It also imposes a -4 penalty on Listen checks and ranged weapon attacks.

A day of snowfall leaves 1d6 inches of snow on the ground. It costs 2 squares of movement to enter a snow-covered square.

Spiderweb Clouds: Tangled strands of cloud fill the sky like spiderwebs. Airborne creatures which fly into a spiderweb cloud become entangled (DC 15 Reflex save negates). An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity.

Weather

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