Weather
On an overloaded d6 encounter die, one number represents the weather increasing by 1 and another represents it resetting to 0.
0 = Clear skies. This is perfect weather for adventuring ... unless you're in the desert, in which case it's torment. At sea, sailing boats sail easily but slowly.
1 = Overcast. It's cloudy, probably windy and maybe a little bit rainy. It's not nice, but it's no big deal. In the desert this translates to wind, which isn't ideal when you're surrounded by sand. It is ideal for sailing ships, however, which benefit from the wind.
2 = Rainy. The clouds give way to big fat drops of rain. This slows travel and makes you a party miserable, especially their hirelings. In a desert this translates to welcome cloud cover and at sea, a speedy wind. In the mountains, this means big flakes of snow, making navigation nearly impossible.
3 = Stormy. This slows a party down and makes them even more miserable than rain, it also gives monsters free reign of the wilderness. In the mountains, this is enough to cause avalanches and at sea it causes dangerous amounts of waves. In the desert, this translates to a burst of rainfall which can turn the dunes green with sudden life.
4 = Natural disaster. Rivers break their banks, causing flooding in the fields and cities which in turn brings vermin like swarms of rats and giant frogs. Landslides occur in the hills and the mountains are completely impassable and the violent floods the coasts. The dry river beds of the desert are filled with flowing water, bringing large animals like hippos, lions and elephants en masse.
Weather can be increased or decreased with weather-controlling magic, which is often wielded by the likes of dragons and giants, which generally favour a certain level of weather. Some locations may be rendered uninhabitable or paradisiacal due to the presence of a powerful weather-controlling monster or magician.


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