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Dodeca Weather
Ludi Fortes - Strong Games
www.SpesMagnaGames.com
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Dodeca Weather
by Mark L. Chance
Proofreading, Playtesting, and Suggestions: Christopher Chance, Katrina Chance, Mike Fulghum, Gavin Hoffman,
Renaud Lotte, Mark Mellinger, Shane O'Connor, Patrick Pittman, David Thomas, Michael Vartholomeos, Christopher Woldridge
Table of Contents
Introduction...........................................................................................3
How to Use d12W....................................................................................4
How to Roll 1d24...................................................................................4
Step 1: Season...........................................................................................5
Table 1: Seasonal Weather Conditions...................................................5
Step 2: Climate........................................................................................6
Table 2: Weather Condition Modifiers - Climates....................................6
Step 3: Altitude.......................................................................................6
Table 3: Weather Condition Modifiers - Altitude.......................................6
Step 4: Terrain........................................................................................7
Table 4: Weather Condition Modifiers - Terrains......................................7
Step 5: Weather Events.........................................................................7
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Introduction
Yes, I know. The Pathfinder Roleplaying Game already includes rules for randomly
determining the weather. Those rules, as wonderful as they are, don't take into account
variables such seasons, altitude, and terrain in a detailed manner. But, Mark, you say,
those things really aren't important for the game. After all, we're not playing Downpours
& Dragons. The game is about killing things and taking their stuff, not about various
meteorological phenomena.
Well, as true as that might be, it is also true that weather can play an important part in
any RPG. It helps bring a setting to life. It adds to the atmosphere. 1 Weather can add to
the challenge of an encounter or even be a challenging encounter in its own right.
Dodeca Weather (d12W for short) adds more complexity and detail to the rules that
already govern the effects of various types of weather. Along the way, I've attempted to
build these rules around material already included in the Pathfinder Roleplaying Game.
The end results is a robuster and richer system that helps bring your campaign's
weather to life without sacrificing Pathfinder Roleplaying Game compatibility.
I have another goal for this accessory. I want to rehabilitate the lowly d12 and re-integrate it back into gaming. Once upon a time, the d12 was an important
die. It was used in encounter tables (along with its partner the d8), helped longswords inflict damage against Large monsters, and represented the ultimate
in character Hit Dice with the new barbarian class. Now entire game sessions go by during which my d12s merely take up space and gather dust.
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The d12's ignoble station in life vanishes in this guide. Herein, the d12's randomizing powers are harnessed to determine weather itself. Take that,
ubiquitous d20!
Mark L. Chance
Spes Magna Games
P.S. As always, if you have any comments or criticisms, don't hesitate to email me.
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You can do basically the same thing to roll 1d24. Toss at the same time 1d6 and 1d12. If the d6 comes up 4, 5, or 6, add 12 to the d12 result. 5 You'll use
the d24 on Table 5: Weather Events (see page 7). It can also be used to determine a random time of day by adding hundred hours after the number
result and using military time.
2 For example, if your entire next session takes place deep underground, weather probably isn't going to be a consideration.
3 You will end up needing some of those other dice to determine weather event durations, precipitation amounts, et cetera. I couldn't use just d6s
and d12s for everything.
4 I did this a few years ago when playing in a 3.5 game. The first few times I rolled my attacks this way, the other players (including the GM) were looking
at me like I'd sprouted a second mouth in the middle of my head that spoke in Sanskrit. Even after I explained the procedure, there were one or two
players that still didn't believe it worked. Ah, good times.
5 One playtester expressed concern that the d24 method introduces a bell curve into the randomization. I've been assured by people more mathematical
than me that this isn't the case.
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Step 1: Season
The first step is to set your baseline values by determining season. Instead of dividing the year
into months, Table 1 divides it into 12 seasons, running from early winter to late autumn. The
current season provides the base temperature, which is modified by climate, altitude, and
terrain. Roll 1d12 to determine general cloudiness, another 1d12 to determine whether a
weather event occurs, and 1d12+8 to determine how much lower nighttime temperatures are
from the daytime's.
Mid
Winter
Late
Winter
Early
Spring
Mid
Spring
Late
Spring
Early
Mid
Late
Early
Mid
Late
Summer Summer Summer Autumn Autumn Autumn
Base Temperature1
30o F
20o F
30o F
40o F
50o F
60o F
70o F
80o F
70o F
60o F
50o F
40o F
Cloudiness (1d12)2
Clear
Partly Cloudy
Overcast
1-3
4-6
7-12
1-3
4-6
7-12
1-3
4-6
7-12
1-3
4-7
8-12
1-3
4-7
8-12
1-3
4-7
8-12
1-3
4-8
9-12
1-3
4-8
9-12
1-4
5-7
8-12
1-4
5-7
8-12
1-4
5-7
8-12
1-3
4-6
7-12
1-5
6-12
1-6
7-12
1-5
6-12
1-5
6-12
1-5
6-12
1-5
6-12
1-4
5-12
1-4
5-12
1-4
5-12
1-4
5-12
1-5
6-12
1-5
6-12
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During the night, temperatures drop 1d12+8o F. This is in addition to any other base temperature modifiers due to climate, altitude, terrain, et
cetera. You might want to add a variable. Roll 1d12: (1-3) low base temperature, (4-9) normal base temperature, (10-12) high base temperature.
Decrease or increase base temperatures by 1d6o F.
If base temperature is 35 F or lower, the actual temperature effects may be more severe due to wind chill. Reduce the temperature by 3 F per 5
MPH of wind speed when determining cold dangers. For example, if the temperature is 30 F with a 25 MPH wind, exposed characters are subjected
to an effective 15 F temperature when determining cold dangers.
If the temperature is 75 F or higher, roll 1d100 to determine relative humidity. Add the relative humidity to the final temperature. Increase relative
humidity by 1d12 if conditions are cloudy and by 2d12 if conditions are overcast. If the result is 160 or greater, increase the heat category by one to a
maximum of severe heat. For example, let's say the final adjusted temperature is 80 F and the 1d100 indicates 90% relative humidity. The day is
treated as very hot conditions. The effects of heat conditions are discussed under Heat Dangers in the Weather-Related Effects section.
2
Since cloudiness has no impact on weather events, remember to describe climate changes. Thus, if you start with clear skies, but your weather
event is a thunderstorm, you'll need to foreshadow the event by describing the build up of dark and ominous clouds.
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Armed with your baseline data, it's time to start applying modifiers for climate, altitude, and terrain.
Step 2: Climate
I'm using the term climate in a non-scientific sense here. Climate in this PDF is a game term that
corresponds to the three environments used in monster stat blocks and encounter tables. To add
a bit more depth to the three categories of cold, temperate, and warm, I've divided cold into
arctic and sub-arctic and warm into sub-tropical and tropical. Your decision as GM about the
relevant environment category determines the first base temperature modifier. Use that trusty
pencil and jot down this modifier.
Warm
Sub-Arctic
Temperate
-20 F
Sub-Tropical
-10 F
+0 F
Tropical
+20o F
+10 F
Step 3: Altitude
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Altitude is also a game term. The Pathfinder Roleplaying Game divides altitudes into three
categories: low pass, low peak/high pass, and high peak. d12W doesn't add to these
categories. Decide what altitude applies and make note of the modifiers. Altitude modifies
weather four ways: decreases base temperature, adds to the d12 roll that determines
cloudiness, adds to the d12 roll that determines weather events, and adds to the wind speed.
Of course, if there is no relevant altitude, just skip this section entirely.
-30o F
Cloudiness
+1
+2
-1
Weather Event
-1
-2
+1
+5 MPH
+10 MPH
+15 MPH
Wind Speed
High Peak
-10 F
Base Temperature
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Step 4: Terrain
Terrain categories also come from the core rules. I've modified the categories slightly. I've replaced jungle with rainforest. Each terrain modifies base
temperature, the weather event roll, and wind speed. As usual, select the most appropriate terrain and make note of the modifiers.
Wind Speed
Forest
Hills
Mountains Ocean/Sea
o
Plains
Rainforest
Swamp
+0o F
+0o F4
+5o F
+10 F day
-10o F night
-5o F
+0o F
+0o F3
-5 F/-10
F1
+1
-4
+0
+0
+0
+2
+0
+2
+1
+5 MPH
+5 MPH
-5 MPH
+0
+0 MPH
+10 MPH
+5 MPH
-10 MPH
-5 MPH
Desert2
Use the first modifier for warm currents and the second modifier for cold currents.
Remember that not all deserts are scorching hot. A desert is a region that gets very little precipitation. There are arctic and subarctic
deserts commonly known as tundras. Indeed, Antarctica is a cold desert continent.
3
Keep in mind that a rainforest is so-called because of the amount of rain it receives, not because of its temperature. There are cold
rainforests just as there are hot rainforests. The rainforest's base temperature modifier is accounted for by its climate.
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For example, let's say the temperature is 30o F, and your d24 indicates sleet. 30o F is too cold for sleet's maximum
temperature, so move up the table one step to snow. For another example, let's say the temperature is 85 o F and you
generate hail as a weather event. Moving up the table won't help, so you move down the table two steps to rain. Once you have your weather event, roll
1d12 to determine if the event will persist beyond its normal duration (see Table 6: Weather Characteristics below).
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Hills
Mountains
Ocean
or Sea
Plains
Rainforest
Swamp
1-4
1-2
1-2
1-2
1-2
1-2
1-2
1-5
--/15o F
11
--
3-4
3-4
5-6
Snow, Heavy
--/20 F
1-2
Snowstorm
--/25o F
Snow
Forest
--
Cold Snap
Blizzard
Desert
1-3
1-4
5-6
6-7
7-8
8-10
6-7
6-7
5-6
6-7
--/30 F
Sleet
--/35 F
1-2
7-8
--
7-8
9-10
11-12
8-9
8-9
7-8
8-9
Hail
--/65o F
8-9
9-10
11-12
13-14
10
10-11
10
Fog
20 F/70 F
1-3
10-11
10
11-14
13-15
15-16
11-12
12-13
10-11
11-14
Rain
25o F/--
Downpour
Thunderstorm
Tornado
1-5
12-16
11-13
15-18
16-19
17-20
13-15
14-15
12-14
15-17
1-4
17-18
--
--
--
--
16-17
16
15-17
--
1-2
19-20
14-15
19-20
20-21
21-22
18-20
17-19
18-20
18-19
--
21
16
21
--
--
21
20
21
20
Hurricane
55 F/--
1-2
22
--
22
22
--
22
21
22
21
Windstorm
--
1-3
23
17
--
23
23
23
22
--
22
Duststorm
--
--
--
18-20
--
--
--
--
--
--
--
Heat Wave
--
1-4
24
21-24
23-24
24
24
24
23-24
23-24
23-24
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Weather Event by terrain is determined by 1d24. If the d24 result indicates a weather event not possible given the temperature, you can either count
the result as no weather event, roll again, or just pick whatever seems most sensible.
Weather Characteristics
Different weather events have different characteristics. The three basic ones are precipitation, duration, and wind speed. Precipitation and wind
speed are pretty much self-explanatory. Wind speed is modified by altitude and terrain. Duration determines how long the weather event continues
before you roll 1d12 to determine if the event persists (using the Chance to Persist column on Table 5 above).
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Precipitation
Duration
Wind Speed
Event
Precipitation
Duration
Wind Speed
1d12+12 inches
3d12 hours
2d12+36 MPH
Rain
1d6 inches
1d12 hours
1d20+5 MPH
Cold Snap
--
1d6 days
1d20-1 MPH
Sleet
1d2 inches
1d6 hours
3d10 MPH
Downpour
1 inch/hour
3d4 hours
1d6-1 MPH
Snow
1d8 inches
2d6 hours
4d6 MPH
Duststorm
--
1d8 hours
5d10 MPH
Snow, Heavy
2d8+2 inches
4d6 hours
3d10 MPH
Fog
--
2d4 hours
1d20-1 MPH
Snowstorm
2d8+8 inches
6d6 hours
4d12 MPH
Hail
1d2 inches
1d4 hours
4d10 MPH
Thunderstorm
1d8 inches
1d4 hours
4d10 MPH
Heat Wave
--
1d6 days
1d20-1 MPH
Tornado
1 inch/hour
5d10 hours
300 MPH
Hurricane
1d10 in./day
1d4 days
7d10+70 MPH
--
1d10 hours
8d10+20 MPH
Blizzard
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Windstorm
Weather Effects
Now that you know what the weather is, you need to determine what effects these conditions may have on your players' PCs. This section consolidates the
core rules regarding weather, organizing effects in alphabetical order by weather event. Weather-related effects, such as cold dangers and sunburns, are
included after this section.
Bad weather frequently slows or halts travel and makes it virtually impossible to navigate from one spot to another. Torrential downpours and blizzards
obscure vision as effectively as a dense fog. Most precipitation is rain, but in cold conditions it can manifest as snow, sleet, or hail. Precipitation of any kind
followed by a cold snap in which the temperature dips from above freezing to 30 F or below might produce ice.
Blizzard: The combination of high winds, heavy snow, and bitter cold make blizzards deadly for all who are unprepared for them. A blizzard can have the
same effects as heavy snow. Heavy snow accompanied by strong or severe winds might result in snowdrifts 1d4 5 feet deep, especially in and around
objects big enough to deflect the winda cabin or a large tent, for instance. There is a 10% chance that a heavy snowfall is accompanied by lightning (see
Thunderstorm). Snow has the same effect on flames as moderate wind.
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Very high winds and torrential precipitation reduce visibility to zero, making Perception checks and all ranged weapon attacks impossible. Unprotected
flames are automatically extinguished, and protected flames have a 75% chance of being doused. Creatures caught in the area must make a Fortitude
save or face the effects based on the size of the creature (see Table 7: Wind Effects).
Cold Snap: A cold snap is a sudden, unseasonable drop in temperature. Reduce base
temperature by 1d12+8o F.
Downpour: A downpour drops a large amount of rain over several hours, usually with
little to no wind. Downpours may cause flash floods.
Duststorm: These desert storms differ from other storms in that they have no
precipitation. Instead, a duststorm blows fine grains of sand that obscure vision,
smother unprotected flames, and can even choke protected flames (50% chance). Most
duststorms are accompanied by severe winds and leave behind a deposit of 1d6 inches
of sand. There is a 10% chance for a greater duststorm to be accompanied by
windstorm-magnitude winds. These greater duststorms deal 1d3 points of nonlethal
damage each round to anyone caught out in the open without shelter and also pose a
choking hazard (see Drowning, except that a character with a scarf or similar protection
across her mouth and nose does not begin to choke until after a number of rounds
equal to 10 + her Constitution score). Greater duststorms leave 2d31 feet of fine sand
in their wake.
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The combined effects of precipitation (or dust) and wind that accompany all storms
reduce visibility ranges by three-quarters, imposing a 8 penalty on Perception checks.
Storms make ranged weapon attacks impossible, except for those using siege weapons, which have a 4 penalty on attack rolls. They 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.
Fog: Whether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight beyond 5 feet, including darkvision. Creatures 5 feet
away have concealment (attacks by or against them have a 20% miss chance).
Hail: Hail does not reduce visibility, but the sound of falling hail makes sound-based Perception checks more difficult (4 penalty). Sometimes (5% chance)
hail can become large enough to deal 1 point of lethal damage (per storm) to anything in the open. Once on the ground, hail has the same effect on
movement as snow.
Heat Wave: A heat wave is a sudden, unseasonable increase in temperature. Raise base temperature by 1d12+8 o F.
Hurricane: In addition to very high winds and heavy rain, hurricanes are accompanied by floods. Most adventuring activity is impossible under such
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conditions. All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a 8 penalty on attack rolls). Perception
checks based on sound are impossible: all characters can hear is the roaring of the wind. Hurricane-force winds often fell trees.
Very high winds and torrential precipitation reduce visibility to zero, making Perception checks and all ranged weapon attacks impossible. Unprotected
flames are automatically extinguished, and protected flames have a 75% chance of being doused. Creatures caught in the area must make a Fortitude
save or face the effects based on the size of the creature (see Table 7: Wind Effects).
Rain: Rain reduces visibility ranges by half, resulting in a 4 penalty on Perception checks. It has the same effect on flames, ranged weapon attacks, and
Perception checks as severe wind.
Sleet: Essentially frozen rain, sleet has the same effect as rain while falling (except that its chance to extinguish protected flames is 75%) and the same
effect as snow once on the ground.
Snow: Falling snow has the same effects on visibility, ranged weapon attacks, and skill checks as rain, and it costs 2 squares of movement to enter a
snow-covered square. A day of snowfall leaves 1d8 inches of snow on the ground. After a snowfall when it is sunny, characters outside must make a
Fortitude save every hour (DC 15, +1 for each previous check) or become snowblind. Treat an affected character as blind. Snowblindness fades on its own
with proper treatment (Heal check DC 5) after 1d4x10 minutes.
Snow, Heavy: Heavy snow has the same effects as normal snowfall but also restricts visibility as fog does (see Fog). A day of heavy snow leaves 1d4 feet
of snow on the ground, and it costs 4 squares of movement to enter a square covered
with heavy snow. Heavy snow accompanied by strong or severe winds might result in
snowdrifts 1d4 5 feet deep, especially in and around objects big enough to deflect the
winda cabin or a large tent, for instance. There is a 10% chance that a heavy
snowfall is accompanied by lightning (see Thunderstorm). Snow has the same effect on
flames as moderate wind.
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The combined effects of precipitation (or dust) and wind that accompany all storms reduce visibility ranges by three-quarters, imposing a 8 penalty on
Perception checks. Storms make ranged weapon attacks impossible, except for those using siege weapons, which have a 4 penalty on attack rolls. They
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.
Tornado: In addition to incredibly high winds, tornadoes can severely injure and kill those that get pulled into their funnels. All flames are extinguished. All
ranged attacks are impossible (even with siege weapons), as are sound-based Perception checks. Instead of being blown away, characters in close
proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up
and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage might apply). While a
tornado's rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado
uproots trees, destroys buildings, and causes similar forms of major destruction.
Very high winds and torrential precipitation reduce visibility to zero, making Perception checks and all ranged weapon attacks impossible. Unprotected
flames are automatically extinguished, and protected flames have a 75% chance of being doused. Creatures caught in the area must make a Fortitude
save or face the effects based on the size of the creature (see Table 7: Wind Effects).
Windstorm: Windstorms can cause considerable damage simply through the force of their winds. Very high winds make sound Perception checks and all
ranged weapon attacks impossible. Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused.
Creatures caught in the area must make a Fortitude save or face the effects based on the size of the creature (see Table 7: Wind Effects).
Weather-Related Effects
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Cold Dangers: Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she
gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from
a cold environment is lethal damage.
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 this saving throw and might be able to apply this bonus to other
characters as well.
In conditions of severe cold or exposure (below 0 F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per
previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving
throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit 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.
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
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Heat Dangers: Heat deals nonlethal damage that cannot be recovered from until the
character gets cooled off (reaches shade, survives until nightfall, gets doused in water,
is targeted by endure elements, and so forth). Once a character has taken an amount of
nonlethal damage equal to her total hit points, any further damage from a hot
environment is lethal damage.
A character in very hot conditions (above 90 F) must make a Fortitude saving throw
each hour (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 this saving throw and
might be able to apply this bonus to other characters as well (see the skill description).
Characters reduced to unconsciousness begin taking lethal damage (1d4 points per
hour).
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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 this saving throw and might be able to apply this bonus to other characters as well (see the Survival skill in Using Skills). Characters reduced to
unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).
A character who takes any nonlethal damage from heat exposure now suffers from
heatstroke and is fatigued. These penalties end when the character recovers from the
nonlethal damage she took from the heat.
Extreme heat (air temperature over 140 F, fire, boiling water, lava) deals lethal damage.
Breathing air in these temperatures deals 1d6 points of fire damage per minute (no save).
In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per
previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or
any sort of armor take a 4 penalty on their saves.
Humidity: If the temperature is 75 F or higher, roll 1d100 to determine relative humidity.
Add the relative humidity to the final temperature. Increase relative humidity by 1d12 if
conditions are cloudy and by 2d12 if conditions are overcast. If the result is 160 or
greater, increase the heat category by one to a maximum of severe heat. For example,
let's say the final adjusted temperature is 80 F and the 1d100 indicates 90% relative
humidity. The day is treated as very hot conditions. See Heat Dangers above for the
effects of heat categories.
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Ice Effects: Characters walking on ice must spend 2 squares of movement to enter a
square covered by ice, and the DC for Acrobatics checks increases by +5. Characters in
prolonged contact with ice might run the risk of taking damage from severe cold.
Sunburn: A character can become sunburned in any climate, especially when it is sunny
and there is a surface such as snow, sand, ice, or water to reflect the sun's rays. A
character not sufficiently protected against the sun and reflected glare must make a
Fortitude save every hour (DC 15, +1 for each previous check) or become sunburned.
Each failed save inflicts 1d4 points of nonlethal damage. Every 4 points of nonlethal damage also inflicts 1 point of Dexterity damage.
Wind Chill: If the current temperature is 35 F or lower, the actual temperature effects may be more severe due to wind chill. Reduce the temperature by
3 F per 5 MPH of wind speed when determining cold dangers. For example, if the temperature is 30 F with a 25 MPH wind, exposed characters are
subjected to an effective 15 F temperature when determining cold dangers.
Wind Speeds: The wind can create a stinging spray of sand or dust, fan a large fire, keel over a small boat, and blow gases or vapors away. If powerful
enough, it can even knock characters down, interfere with ranged attacks, or impose penalties on some skill checks.
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Ranged Attacks
Siege Weapons1
Checked Size2
Fly Penalty
Light
0-10 MPH
no effect
no effect
--
--
--
Moderate
11-20 MPH
no effect
no effect
--
--
--
Strong
21-30 MPH
-2
no effect
Tiny
--
-2
Severe
31-50 MPH
-4
no effect
Small
Tiny
-4
Windstorm
51-74 MPH
impossible
-4
Medium
Small
-8
Hurricane
75-174 MPH
impossible
-8
Large
Medium
-12
Tornado
175-300 MPH
impossible
impossible
Huge
Large
-16
Wind Force
The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.
Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength
check (if on the ground) or a DC 20 Fly skill check if airborne.
3
Creatures on the ground are knocked prone and rolled 1d4 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they
make a DC 15 Strength check. Flying creatures are blown back 2d6 10 feet and take 2d6 points of nonlethal damage due to battering
and buffeting, unless they succeed on a DC 25 Fly skill check.
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Magic Weather
All of the weather effects described above are mundane, part of the natural world. In a fantasy game, however, it only seems fair to spend a bit of time
discussing the supernatural. Thus, what follows isn't a lot of crunchy rules for magic weather, but rather seeks to present a few examples of special
weather drawn from folklore, superstition, et cetera.
Bizarre Rainfall: Stories of things other than water falling from the clouds are widespread and go back hundreds of years. Fish, frogs, worms, blood, et
cetera, have all rained down on places. Whenever a rain event is generated, roll 1d24. On a 1, some sort of bizarre precipitation results instead. Roll 1d12:
(1-2) fish, (3-4) frogs, (5-6) flesh and blood, (7-8) snails, (9-10) slimy goo, (11-12) strangely colored water.
In general, the strange rainfall shouldn't last very long, perhaps only 1d12 minutes at most. This downpour should probably been mostly harmless as well.
Perhaps some small amount of nonlethal damage would be appropriate, or maybe every now and then the frogs could form into swarms of poisonous
amphibians.
Moon Lore: Okay, the moon really isn't weather, but lore about the moon figures prominently in folktales about the weather and the seasons. Here are
three examples of how moon lore might be adapted for your game.
Blue Moon: A blue moon is the second full moon in a calendar month. This rare event leads to there being four full moons in a quarter year instead
of just three. Some medieval European lore links the blue moon with deception. During the evening of a blue moon, all creatures enjoy a +2
circumstance bonus to Bluff and Stealth checks.
Harvest Moon & Hunter's Moon: The harvest moon is the full moon that occurs closest to the autumnal equinox. The hunter's moon is the first full
moon after the harvest moon. Both moons are widely seen as good omens. During the 24 hours of the harvest moon, everyone gets a +2 luck
bonus to Craft and Profession checks. During the evening of the hunter's moon, everyone gets a +2 luck bonus to Perception and Survival checks.
363805
Parhelion: A parhelion is a bright spots on the solar halo. It is caused by the diffraction of light by ice crystals in the atmosphere, especially at sunset.
These false suns have sometimes been interpreted as omens. Whenever the temperature is 25o F of colder, roll 1d12. On a 1, a parhelion occurs at
sunset. Divination spells cast during the 1d12 minutes of the parhelion take effect with a +1 bonus to caster level.
Rainbows: Rainbows are a nearly universal symbol, found in mythologies and folklores the world over. One common motif is that the rainbow is a symbol
of divine protection. It is a bow aimed at the heavens, protecting the terrestrial realm from supernatural and/or divine vengeance. Rainbows also represent
creation and bridges between mortal and celestial regions. After any rainfall, or during a light rain, roll 1d24. On a 1, a rainbow occurs. If so, roll 1d12, on a
1, the rainbow has some magical significance.
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Effect
1-2
Celestial Protection. The rainbow is a sign of divine benevolence. All good-aligned creatures who see the rainbow gain a +1 sacred bonus to
saving throws for the next 1d12 hours.
3-4
Celestial Blessing. The rainbow is a divine benediction. All good-aligned creatures who see the rainbow gain a +1 sacred bonus to attack rolls for
the next 1d12 hours.
Celestial Visitation. The rainbow is a divine herald. Some sort of good-aligned outsider arrives to visit with the PCs. If the PCs are good or neutral,
the outsider's attitude is friendly. If the PCs are evil, its attitude is unfriendly. If the PCs can improve the outsider's attitude to helpful, it will provide
assistance for no more than 1d12 minutes before it must move on to other errands.
6-7
Fey Sign. One end of the rainbow marks the location of a fey lair. Select a suitable fey to form the basis for an encounter of appropriate difficulty for
your players' characters.
8
9-10
Diabolical Visitation. The rainbow is a diabolical herald. Some sort of evil-aligned outsider arrives to visit with the PCs. If the PCs are good or
neutral, the outsider's attitude is unfriendly. If the PCs are evil, its attitude is friendly. If the PCs can improve the outsider's attitude to helpful, it will
provide assistance for no more than 1d12 minutes before it must move on to other errands.
Diabolical Curse. The rainbow is an evil omen. All good-aligned creatures who see the rainbow suffer a -1 profane penalty to attack rolls for the
next 1d12 hours.
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Diabolical Harm. The rainbow is a sign of evil influence. All good-aligned creatures who see the rainbow suffer a -1 profane penalty to saving
11-12
throws for the next 1d12 hours.
Dodeca Weather | 17
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2606332
2606332
Weather Worksheet
Day 1
Season
Climate
Altitude
Terrain
Weather
Event
Temperature
Day 2
Day 3
Day 4
Day 5
Day 6
Day 7
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Clouds
Clouds
Clouds
Clouds
Clouds
Clouds
Clouds
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Clouds
Clouds
Clouds
Clouds
Clouds
Clouds
Clouds
Event
Event
Event
Event
Event
Event
Event
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Temp.
Event
Event
Event
Event
Event
Event
Event
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Precip.
Precip.
Precip.
Precip.
Precip.
Precip.
Precip.
Duration
Duration
Duration
Duration
Duration
Duration
Duration
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Wind Spd
Start
Start
Start
Start
Start
Start
Start
End
End
End
End
End
End
End
Actual
Actual
Actual
Actual
Actual
Actual
Actual
Humidity
Humidity
Humidity
Humidity
Humidity
Humidity
Humidity
Wnd Chill
Wnd Chill
Wnd Chill
Wnd Chill
Wnd Chill
Wnd Chill
Wnd Chill
Night
Night
Night
Night
Night
Night
Night
363807
Notes
You have permission to reproduce this page as much as you need to.
Dodeca Weather | 18
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Altitude
Terrain
Notes
Day 4
Day 5
Day 6
Day 7
40
Temp.
40
Temp.
40
Temp.
40
Temp.
40
Temp.
40
Temp.
40o
Clouds
partly
Clouds
cloudy
Clouds
clear
Clouds
cloudy
Clouds
cloudy
Clouds
cloudy
Clouds
cloudy
Temp.
-10o
Temp.
-10o
Temp.
-10o
Temp.
-10o
Temp.
-10o
Temp.
-10o
Temp.
-10o
Temp.
--
Temp.
-10o
Temp.
-10o
Temp.
-20o
Temp.
-10o
Temp.
-10o
Temp.
--
Clouds
--
Clouds
+1
Clouds
+1
Cloudy
+2
Clouds
+1
Clouds
+1
Clouds
--
Event
--
Event
-1
Event
-1
Event
-2
Event
-1
Event
+1
Event
--
Wind Spd
--
Wind Spd
Wind Spd
--
Temp.
--
Temp.
--
Temp.
--
Temp.
--
Event
--
Event
--
Event
--
Event
Wind Spd
--
Wind Spd
--
Wind Spd
--
Precip.
--
Precip.
4 in.
+5 MPH
Wind Spd
+5 MPH
10 in.
+5 MPH
Wind Spd
+5 MPH
Temp.
--
Temp.
--
Temp.
--
--
Event
--
Event
--
Event
--
Wind Spd
--
Wind Spd
--
Wind Spd
--
Wind Spd
--
Precip.
--
Precip.
--
Precip.
--
Precip.
--
Duration
10 hrs.
Duration
4 days
Duration
16 hrs.
Duration
--
Duration
--
Duration
--
Duration
3 days
Wind Spd
16 MPH
Wind Spd
16 MPH
Wind Spd
15 MPH
Wind Spd
19 MPH
Wind Spd
22 MPH
Wind Spd
17 MPH
Wind Spd
18 MPH
363808
Start
0800
Start
0200
Start
0300
Start
--
End
1800
End
day 5
End
1900
End
--
Actual
Temperature
Day 3
Temp.
Precip.
Weather
Event
Day 2
o
30
Actual
39
Actual
39
Actual
29
Start
--
End
--
Actual
39
Start
--
End
--
Actual
20
Start
1400
End
day 9
Actual
17o
Humidity
--
Humidity
--
Humidity
--
Humidity
--
Humidity
--
Humidity
--
Humidity
--
Wnd Chill
-9o
Wnd Chill
-9o
Wnd Chill
-9o
Wnd Chill
-9o
Wnd Chill
-12o
Wnd Chill
-9o
Wnd Chill
-9o
Night
-17o
Night
-20o
Night
-18o
Night
-13o
Night
-16o
Night
-11o
Night
-12o
low pass
wind chill @ night
change to overcast
snow = rain
high pass
low pass
end of heat wave
wind chill @ night
low pass
normal altitude
start of cold snap
This sample tracks the PCs during their week-long trip through a mountain pass to reach the site of the next adventure. The forecast is cold, wet, and windy, especially at night.
Dodeca Weather | 19
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Dodeca Weather | 20
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System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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