I've intended to create weather generation tables for each climate and game mechanic effects of weather for awhile now. I originally intended to do something like is presented in B10 Night's Dark Terror, with a % roll of 4 possible conditions each for clouds, rain, temperature, and wind. I had extrapolated from the calendar in the modular to create a chart that covered the whole year. Well, I've decided not to use that model.
While rereading the OSE books, it occurred to me that a partial weather table was already built into the expert game with the variable wind conditions chart and that the chart could be repurposed for other weather conditions. So here I present four weather tables that use the 2d6 roll and descriptions of how PCs are affected by the weather.
Cloud Cover
no precipitation; roll 1d4 to determine density of the fog:
1) visibility limited to 1/2 mile; chances of getting lost increase by 1/6; chances of being surprised increase by 1/6; apply a -1 to To Hit rolls for ranged attacks2) visibility limited to 400 yards; chances of getting lost increase by 2/6; chances of being surprised increase by 2/6; apply a -2 to To Hit rolls for ranged attacks3) visibility limited to 200 yards; chances of getting lost increase by 3/6; chances of being surprised increase by 3/6; apply a -3 to To Hit rolls for ranged attacks4) visibility limited to 50 yards; chances of getting lost increase by 4/6; chances of being surprised increase by 4/6; apply a -4 to To Hit rolls for ranged attacks
apply a -1 to next Cloud Cover roll; no precipitation; for every hour the skin of a PC is exposed, they take 1d4 damage from sunburn
apply a -4 to the Precipitation table
apply a +1 to next Cloud Cover roll; apply a -1 to the Precipitation table
apply a +2 to next Cloud Cover roll; roll on the Precipitation table; chances of getting lost increase by 1/6
Precipitation
1% chance of Thunderstorm; lasts for 1d6 x 5 minutes; can stay dry if shelter under partial cover; visibility limited to 1/2 mile; chances of being surprised increase by 1/6; must succeed on a CON check or catch Cold; fire is extinguished on a 3/6; Snow (light dusting); Hail (1/30 minutes)
apply a +1 to Winds table; 20% chance of Thunderstorm; lasts for 2d6 x 10 minutes; can stay dry for up to 70 minutes if shelter under partial cover; visibility limited to 400 yards; chances of being surprised increase by 2/6; must succeed on a CON check each hour or catch Cold; chances of getting lost increase by 1/6; fire is extinguished; Snow (1"); Hail (1d4/30 minutes)
apply a +2 to Winds table; 80% chance of Thunderstorm; lasts for 1d6 +1 hours; completely soaked in 10 minutes; visibility limited to 400 yards; chances of being surprised increase by 2/6; must succeed on a CON check each hour or catch Cold; chances of getting lost increase by 1/6; fire is extinguished; movement decreased by 1/4; Snow (2d6"); Hail (1d8/10 minutes)
5% chance of Thunderstorm; lasts for 24 hours, at the end of 24 hours there is 2/6 chance that Overcast clouds and Drizzle continue for another day; completely soaked in 30 minutes; visibility limited to 400 yards; chances of being surprised increase by 2/6; must succeed on a CON check each hour or catch Cold; chances of getting lost increase by 1/6; fire is extinguished; movement decreased by 1/4; Snow (1d4"); Hail (1d4/30 minutes)
Wind Speed
apply a -4 to next Wind Speed roll; Sailing speed reduced to 0; oarsmen gain 3 times normal fatigue
apply a -3 to next Wind Speed roll; Sailing speed reduced by 2/3
apply a -2 to next Wind Speed roll; Sailing speed reduced by 1/2; fog or smoke is cleared in 1 hour
apply a -1 to next Wind Speed roll; apply a -1 to the Temperature Grade table; Sailing speed reduced by 1/3; fog or smoke is cleared in 30 minutes; apply a penalty for ranged attack rolls of 0/-1/-2 for short, medium, and long ranges
apply a -1 to the Temperature Grade table; fog or smoke is cleared in 10 minutes; apply a penalty for ranged attack rolls of -1/-2/-4 for short, medium, and long ranges; fire is extinguished on a 3/6
apply a +1 to next Wind Speed roll; apply a -1 to the Temperature Grade table; Sailing speed increased by 1/3; fog or smoke is cleared in 1 minute; apply a penalty for ranged attack rolls of -2/-4/-8 for short, medium, and long ranges; fire is extinguished
apply a +2 to next Wind Speed roll; apply a -1 to the Temperature Grade table; Sailing speed increased by 1/2; fog or smoke is cleared in 1 round; apply a penalty for ranged attack rolls of -4/-8/-16 for short, medium, and long ranges; fire is extinguished; movement(land) against direction of wind decreased by 10/20/30/50
apply a +3 to next Wind Speed roll; apply a -2 to the Temperature Grade table; Sailing speed doubled; fog or smoke is cleared immediately; apply a penalty for ranged attack rolls of -8/-16 for short and medium ranges, missiles will not reach long ranges; fire is extinguished; movement(land) against direction of wind decreased by 30/60/90/150; flying creatures cannot stay aloft more than 10 minutes; Take on Water (10% if seaworthy, 20% if coastal) resulting in movement reduced by 1/3
apply a +4 to next Wind Speed roll; apply a -2 to the Temperature Grade table; Sailing speed tripled; fog or smoke is cleared immediately; apply a penalty for ranged attack rolls of -16 for short ranges, missiles will not reach medium or long ranges; fire is extinguished; movement(land) against direction of wind decreased by 60/120/180/300; flying creatures cannot stay aloft; Take on Water (10% if seaworthy, 20% if coastal) resulting in movement reduced by 1/3, coastal vessels that roll 21-80% are swamped and sink; if in sight of land when storm hits may find safe harbor on 2/6; if encounter land while being driven by storm, 75% chance ship is wrecked
Wind Direction
Temperature Grade
Mild - apply a -1 to STR, DEX, and WIS; gain 1 fatigue, gain fatigue at double the normal rate
Moderate - DEX and WIS are halved; gain 4 fatigue, gain fatigue at double the normal rate
Severe - WIS reduced to 3; gain 10 fatigue, gain fatigue at triple the normal rate; 50% chance of passing out immediately and progressing to the next stage
Apparent Death - unconscious and completely unresponsive, may still be saved if given expert care
Death - the character dies from hypothermia and there is no hope of revival
Frostbite: If the bare skin of a PC is exposed to cold temperatures for an extended period of time the extremities of that PC will become frostbitten. The time it takes for frostbite to set in is denoted as Frostbite (x time). Each extremity exposed, the hands, the feet, or the face, will receive 1 light wound each when the given time has passed. When the time exposed is doubled each wound will become serious. When the time has tripled each wound will become critical and any adjacent areas, such as the arms or legs, will also receive a light wound from frostbite. When the time has quadrupled the frostbitten extremity will be dead and irretrievable and adjacent areas will continue to suffer the effects of frostbite until the PC is dead or given treatment.
apply a -4 to next Temperature Grade roll; Hypothermia (1 minute); Frostbite (1 turn)
apply a -2 to next Temperature Grade roll; Hypothermia (3 minutes); Frostbite (3 turns)
apply a -1 to next Temperature Grade roll; Hypothermia (1 turn)
apply a +1 to next Temperature Grade roll; double water intake
apply a +2 to next Temperature Grade roll; double water intake; gain 2 times normal fatigue; Heatstroke (1 hour)
apply a +4 to next Temperature Grade roll; double water intake; gain 4 times normal fatigue; gain 1 fatigue from resting for 1 hour; Heatstroke (30 minutes)
you might like this DM weatherscreen
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I did see those when posted to Facebook thanks for providing the links.
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