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' --- Descriptions of rules for weather ---'

' THIS ENTIRE DOCUMENT IS OPEN GAME CONTENT


' Includes portions of the System Reference Document, Copyright Wizards of the C
oast.
' Other portions, or rules modifications, written by Janik Zikovsky of Mad Scien
tist Studios
'
'INSTRUCTIONS:
'
'A ' before a line = a comment
'Put a ### to signal the end of a block of text.
'You may use RTF codes such as:
'\par New Line (Not necessary if you separate the lines with a carriage return)
'\b1 Bold Text\b0
'\u1 Underlined\u0
'\cf1 Red Text \cf2 Blue Text \cf0 Black Text
'(Make sure you separate the "\..." tags with spaces)

'-------- DESCRIPTIONS DEPENDING ON TEMPERATURE -----'Temperatures are in degrees Farenheit


'Number of temperature categories (max 10)
5
'Name of effect
Abysmal Heat
'T is greater or equal to
140
'T is smaller than
999
'Short Description (one line)
\b1\cf1 Abysmal Heat: \cf0\b0 1d6 hp normal damage / minute (no save). Fort save
every 5 min (DC 15, +1/prev check) or 1d4 subdual damage. -4 to roll if in armo
r.
'Description (followed by ###)
\b1\cf1 Abysmal Heat\cf0\b0
Deals normal damage. Breathing air in these temperatures deals 1d6 points of dam
age per minute (no save). In addition, a character must make a Fortitude save ev
ery 5 minutes (DC 15, +1 per previous check) or sustain 1d4 points of subdual da
mage. Those wearing heavy clothing or any sort of armor have a -4 penalty to the
ir saving throws. In addition, those wearing metal armor or coming into contact
with very hot metal are affected as if by a heat metal spell.
###
Extreme Heat
110
140
\b1\cf1 Extreme Heat: \cf0\b0 Fort save/10 minutes (DC 15, +1/prev check) or 1d4
subdual damage. Unconscious get 1d4 normal damage.
\b1\cf1 Extreme Heat\cf0\b0
In extreme heat (above 110 F), a character must make a Fortitude save once every
10 minutes (DC 15, +1 for each previous check) or sustain 1d4 points of subdual
damage. Characters wearing heavy clothing or armor of any sort have a -4 penalty
to their saving throws. A character with the Survival skill may receive a bonus

to this saving throw and may be able to apply this bonus to other characters as
well. Characters reduced to unconsciousness begin taking normal damage (1d4 poi
nts per each 10-minute period).
A character who sustains any subdual damage from heat exposure now suffers from
heatstroke and is fatigued. These penalties end when the character recovers the
subdual damage she took from the heat.
###
Very Hot
90
110
\b1\cf2 Very Hot: \cf0\b0 Fort save/hour (DC 15, +1/prev check) or 1d4 subdual d
amage. Unconscious get 1d4 normal damage.
\b1\cf2 Very Hot\cf0\b0
A character in very hot conditions (above 90 F) must make a Fortitude saving thro
w each hour (DC 15, +1 for each previous check) or sustain 1d4 points of subdual
damage. Characters wearing heavy clothing or armor of any sort have a -4 penalt
y to their saves. A character with the Survival skill may receive a bonus to thi
s saving throw and may be able to apply this bonus to other characters as well.
Characters reduced to unconsciousness begin taking normal damage (1d4 points per
hour).
###
Cold
1
41
\b1\cf2 Cold: \cf0\b0 Fort save/hour (DC 15, +1/prev check) or 1d6 subdual damag
e.
\b1\cf2 Cold\cf0\b0
An unprotected character in cold weather (below 40 F) must make a Fortitude savin
g throw each hour (DC 15, + 1 per previous check) or sustain 1d6 points of subdu
al damage. A character who has the Survival skill may receive a bonus to this sa
ving throw and may be able to apply this bonus to other characters as well.
###
Extreme Cold
-999
1
\b1\cf1 Extreme Cold: \cf0\b0 Fort save/10 min (DC 15, +1/prev check) or 1d6 sub
dual damage
\b1\cf1 Extreme Cold\cf0\b0
In conditions of extreme cold or exposure (below 0 F), an unprotected character m
ust make a Fortitude save once every 10 minutes (DC 15, +1 per previous check),
taking 1d6 points of subdual damage on each failed save. A character who has the
Survival skill may receive a bonus to this saving throw and may be able to appl
y this bonus to other characters as well. Characters wearing winter clothing onl
y need check once per hour for cold and exposure damage.
###

'-------- DESCRIPTIONS DEPENDING ON WIND SPEED-----'Wind speeds are in MPH


'Number of wind speed categories (max 10)
7

'Name of effect
Light Wind
'Wind speed (MPH) is greater or equal to
0
'Wind speed (MPH) is smaller than
11
'Short Description (one line)
\b1\cf2 Light Wind: \cf0\b0 No Effect.
'Description (followed by ###)
\b1\cf2 Light Wind\cf0\b0
A gentle breeze, having little or no game effect.
###
Moderate Wind
11
21
\b1\cf2 Moderate Wind: \cf0\b0 50% of small flames extinguished.
\b1\cf2 Moderate Wind\cf0\b0
A steady wind with a 50% chance of extinguishing small unprotected flames, such
as candles.
###
Strong Wind
21
31
\b1\cf2 Strong Wind: \cf0\b0 -2 to ranged attacks and Listen checks. Unprotected
flames extinguished. T: knocked down, S: checked.
\b1\cf2 Strong Wind\cf0\b0
Gusts that automatically extinguish unprotected flames (candles, torches, and th
e like). Such gusts impose a -2 penalty to ranged attacks and to Listen checks.
Tiny creatures are knocked down, Small ones are checked.
###
Severe Wind
31
51
\b1\cf1 Severe Wind: \cf0\b0 -4 to ranged attacks and Listen checks. 50% of prot
ected flames extinguished, all unprotected. T: blown away, S: knocked down, M: c
hecked.
\b1\cf1 Severe Wind\cf0\b0
In addition to automatically extinguishing any unprotected flames, winds of this
magnitude cause protected flames (such as those of lanterns) to dance wildly an
d have a 50% chance of extinguishing these lights. Ranged weapon attacks and Lis
ten checks are at a -4 penalty. This is the velocity of wind produced by the gus
t of wind spell.
Tiny creatures are blown away, Small ones are knocked down, Medium-sized ones ar
e checked.
###
Windstorm
51
75
\b1\cf1 Windstorm: \cf0\b0 -4 to ranged attacks and -8 to Listen checks. 75% of
protected flames extinguished, all unprotected. S: blown away, M: knocked down,
L or H: checked.

\b1\cf1 Windstorm\cf0\b0
Powerful enough to bring down branches if not whole trees, windstorms automatica
lly extinguish unprotected flames and have a 75% chance of blowing out protected
flames, such as those of lanterns. Ranged weapon attacks are impossible, and ev
en siege weapons have a -4 penalty to attack. Listen checks are at a -8 penalty
due to the howling of the wind.
Small creatures are blown away, Medium-sized ones are knocked down, Large or Hug
e ones are checked.
###
Hurricane-Force Winds
75
175
\b1\cf1 Hurricane-Force Winds: \cf0\b0 No ranged attacks or listen checks, no fl
ames. M: blown away, L: knocked down, H: checked.
\b1\cf1 Hurricane-Force Winds\cf0\b0
All flames are extinguished. Ranged attacks are impossible (except with siege we
apons, which have a -8 penalty to attack). Listen checks are impossible: All cha
racters can hear is the roaring of the wind. Hurricane-force winds often fell tr
ees.
Medium-sized creatures are blown away, Large ones are knocked down, Huge ones ar
e checked.
###
Tornado-Force Winds
175
999
\b1\cf1 Tornado-Force Winds: \cf0\b0 No ranged attacks or listen checks, no flam
es. L: blown away, H: knocked down, C, G: checked.
\b1\cf1 Tornado-Force Winds\cf0\b0
All flames are extinguished. Ranged attacks are impossible (except with siege we
apons, which have a -8 penalty to attack). Listen checks are impossible: All cha
racters can hear is the roaring of the wind. Hurricane-force winds often fell tr
ees.
Large creatures are blown away, Huge ones are knocked down, all others are check
ed.
###

'The following descriptions are of this format:


'Name
'Short Desc
'Long Desc
'###
'Do not change the order of these
'======================== Rain =====================
Light Rain
\b1\cf2 Light Rain: \cf0\b0 -2 to Spot, Search, Listen and ranged attacks. Extin
guishes 50% of flames, 25% if protected.
\b1\cf2 Light Rain\cf0\b0
Rain reduces visibility ranges by one quarter, resulting in a -2 penalty to Spot
and Search checks. Ranged weapon attacks and Listen checks are at a -2 penalty.
Flames dance wildly, 50% change of extinguishing any unprotected flame, 25% for

protected flames (such as those of lanterns).


###
Rain
\b1\cf2 Rain: \cf0\b0 -4 to Spot, Search, Listen and ranged attacks. Extinguishe
s 100% of flames, 50% if protected.
\b1\cf2 Rain\cf0\b0
Rain reduces visibility ranges by half, resulting in a -4 penalty to Spot and Se
arch checks. Ranged weapon attacks and Listen checks are at a -4 penalty. Flames
dance wildly, 100% change of extinguishing any unprotected flame, 50% for prote
cted flames (such as those of lanterns).
###
Heavy Rain
\b1\cf1 Heavy Rain: \cf0\b0 -6 to Spot, Search, Listen and ranged attacks. Extin
guishes 100% of flames, 75% if protected.
\b1\cf1 Heavy Rain\cf0\b0
Rain reduces visibility ranges by 3/4, resulting in a -6 penalty to Spot and Sea
rch checks. Ranged weapon attacks and Listen checks are at a -6 penalty. Flames
dance wildly, 100% change of extinguishing any unprotected flame, 75% for protec
ted flames (such as those of lanterns).
###
Severe Rain
\b1\cf1 Severe Rain: \cf0\b0 -8 to Spot, Search, Listen and ranged attacks. Exti
nguishes 100% of flames.
\b1\cf1 Severe Rain\cf0\b0
Rain reduces visibility ranges by 9/10, resulting in a -8 penalty to Spot and Se
arch checks. Ranged weapon attacks and Listen checks are at a -8 penalty. Flames
dance wildly, 100% change of extinguishing any flame.
###

'=========== Snow ===============


Light Snow
\b1\cf2 Light Snow: \cf0\b0 -2 to Spot, Search, Listen and ranged attacks. Extin
guishes 25% of flames, 10% if protected. 3/4 movement speed.
\b1\cf2 Light Snow\cf0\b0
Snow reduces visibility ranges by one quarter, resulting in a -2 penalty to Spot
and Search checks. Ranged weapon attacks and Listen checks are at a -2 penalty.
Flames dance wildly, 25% change of extinguishing any unprotected flame, 10% for
protected flames (such as those of lanterns).
Once on the ground, movement is reduced to 3/4 of normal.
###
Snow
\b1\cf2 Snow: \cf0\b0 -4 to Spot, Search, Listen and ranged attacks. Extinguishe
s 50% of flames, 25% if protected. 1/2 movement speed.
\b1\cf2 Snow\cf0\b0
Snow reduces visibility ranges by half, resulting in a -4 penalty to Spot and Se
arch checks. Ranged weapon attacks and Listen checks are at a -4 penalty. Flames
dance wildly, 50% change of extinguishing any unprotected flame, 25% for protec
ted flames (such as those of lanterns).
Once on the ground, movement is reduced to 1/2 of normal.
###
Heavy Snow
\b1\cf1 Heavy Snow: \cf0\b0 -6 to Spot, Search, Listen and ranged attacks. Extin

guishes 75% of flames, 50% if protected. 1/2 movement speed.


\b1\cf1 Heavy Snow\cf0\b0
Snow reduces visibility ranges by 3/4, resulting in a -6 penalty to Spot and Sea
rch checks. Ranged weapon attacks and Listen checks are at a -6 penalty. Flames
dance wildly, 75% change of extinguishing any unprotected flame, 50% for protect
ed flames (such as those of lanterns).
Once on the ground, movement is reduced to 1/2 of normal.
###
Severe Snow
\b1\cf1 Severe Snow: \cf0\b0 -8 to Spot, Search, Listen and ranged attacks. Exti
nguishes 100% of flames, 75% if protected. 1/2 movement speed.
\b1\cf1 Severe Snow\cf0\b0
Snow reduces visibility ranges by 9/10, resulting in a -8 penalty to Spot and Se
arch checks. Ranged weapon attacks and Listen checks are at a -8 penalty. Flames
dance wildly, 100% change of extinguishing any unprotected flame, 75% for prote
cted flames (such as those of lanterns).
Once on the ground, movement is reduced to 1/2 of normal.
###

'=========== Drizzle ===============


Light Drizzle
\b1\cf2 Light Drizzle: \cf0\b0 -1 to Spot, Search, Listen and ranged attacks. Ex
tinguishes 25% of flames, 10% if protected.
\b1\cf2 Light Drizzle\cf0\b0
Drizzle reduces visibility ranges by one quarter, resulting in a -1 penalty to S
pot and Search checks. Ranged weapon attacks and Listen checks are at a -1 penal
ty. Flames dance wildly, 25% change of extinguishing any unprotected flame, 10%
for protected flames (such as those of lanterns).
###
Drizzle
\b1\cf2 Drizzle: \cf0\b0 -2 to Spot, Search, Listen and ranged attacks. Extingui
shes 50% of flames, 25% if protected.
\b1\cf2 Drizzle\cf0\b0
Drizzle reduces visibility ranges by half, resulting in a -2 penalty to Spot and
Search checks. Ranged weapon attacks and Listen checks are at a -2 penalty. Fla
mes dance wildly, 50% change of extinguishing any unprotected flame, 25% for pro
tected flames (such as those of lanterns).
###
Heavy Drizzle
\b1\cf1 Heavy Drizzle: \cf0\b0 -3 to Spot, Search, Listen and ranged attacks. Ex
tinguishes 75% of flames, 50% if protected.
\b1\cf1 Heavy Drizzle\cf0\b0
Drizzle reduces visibility ranges by 3/4, resulting in a -3 penalty to Spot and
Search checks. Ranged weapon attacks and Listen checks are at a -3 penalty. Flam
es dance wildly, 75% change of extinguishing any unprotected flame, 50% for prot
ected flames (such as those of lanterns).
###
Severe Drizzle
\b1\cf1 Severe Drizzle: \cf0\b0 -4 to Spot, Search, Listen and ranged attacks. E
xtinguishes 100% of flames, 75% if protected.
\b1\cf1 Severe Drizzle\cf0\b0
Drizzle reduces visibility ranges by 9/10, resulting in a -4 penalty to Spot and
Search checks. Ranged weapon attacks and Listen checks are at a -4 penalty. Fla

mes dance wildly, 100% change of extinguishing any unprotected flame, 75% for pr
otected flames (such as those of lanterns).
###

'=========== Sleet ===============


Light Sleet
\b1\cf2 Light Sleet: \cf0\b0 -2 to Spot, Search, Listen and ranged attacks. Exti
nguishes 50% of flames, 25% if protected. 3/4 movement speed.
\b1\cf2 Light Sleet\cf0\b0
Sleet reduces visibility ranges by one quarter, resulting in a -2 penalty to Spo
t and Search checks. Ranged weapon attacks and Listen checks are at a -2 penalty
. Flames dance wildly, 25% change of extinguishing any unprotected flame, 10% fo
r protected flames (such as those of lanterns).
Once on the ground, movement is reduced to 3/4 of normal.
###
Sleet
\b1\cf2 Sleet: \cf0\b0 -4 to Spot, Search, Listen and ranged attacks. Extinguish
es 100% of flames, 50% if protected. 1/2 movement speed.
\b1\cf2 Sleet\cf0\b0
Sleet reduces visibility ranges by half, resulting in a -4 penalty to Spot and S
earch checks. Ranged weapon attacks and Listen checks are at a -4 penalty. Flame
s dance wildly, 100% change of extinguishing any unprotected flame, 50% for prot
ected flames (such as those of lanterns).
Once on the ground, movement is reduced to 1/2 of normal.
###
Heavy Sleet
\b1\cf1 Heavy Sleet: \cf0\b0 -6 to Spot, Search, Listen and ranged attacks. Exti
nguishes 100% of flames, 75% if protected. 1/2 movement speed.
\b1\cf1 Heavy Sleet\cf0\b0
Sleet reduces visibility ranges by 3/4, resulting in a -6 penalty to Spot and Se
arch checks. Ranged weapon attacks and Listen checks are at a -6 penalty. Flames
dance wildly, 100% change of extinguishing any unprotected flame, 75% for prote
cted flames (such as those of lanterns).
Once on the ground, movement is reduced to 1/2 of normal.
###
Severe Sleet
\b1\cf1 Severe Sleet: \cf0\b0 -8 to Spot, Search, Listen and ranged attacks. Ext
inguishes 100% of flames. 1/2 movement speed.
\b1\cf1 Severe Sleet\cf0\b0
Sleet reduces visibility ranges by 9/10, resulting in a -8 penalty to Spot and S
earch checks. Ranged weapon attacks and Listen checks are at a -8 penalty. Flame
s dance wildly, 100% change of extinguishing any flame.
Once on the ground, movement is reduced to 1/2 of normal.
###
'=========== Freezing Rain ===============
Light Freezing Rain
\b1\cf2 Light Freezing Rain: \cf0\b0 -2 to Spot, Search, Listen and ranged attac
ks. Extinguishes 50% of flames, 25% if protected. 3/4 movement speed.
\b1\cf2 Light Freezing Rain\cf0\b0
Freezing Rain reduces visibility ranges by one quarter, resulting in a -2 penalt
y to Spot and Search checks. Ranged weapon attacks and Listen checks are at a -2

penalty. Flames dance wildly, 25% change of extinguishing any unprotected flame
, 10% for protected flames (such as those of lanterns).
Covers the ground with slippery ice - movement is reduced to 3/4 of normal.
###
Freezing Rain
\b1\cf2 Freezing Rain: \cf0\b0 -4 to Spot, Search, Listen and ranged attacks. Ex
tinguishes 100% of flames, 50% if protected. 1/2 movement speed.
\b1\cf2 Freezing Rain\cf0\b0
Freezing Rain reduces visibility ranges by half, resulting in a -4 penalty to Sp
ot and Search checks. Ranged weapon attacks and Listen checks are at a -4 penalt
y. Flames dance wildly, 100% change of extinguishing any unprotected flame, 50%
for protected flames (such as those of lanterns).
Covers the ground with slippery ice - movement is reduced to 1/2 of normal.
###
Heavy Freezing Rain
\b1\cf1 Heavy Freezing Rain: \cf0\b0 -6 to Spot, Search, Listen and ranged attac
ks. Extinguishes 100% of flames, 75% if protected. 1/2 movement speed.
\b1\cf1 Heavy Freezing Rain\cf0\b0
Freezing Rain reduces visibility ranges by 3/4, resulting in a -6 penalty to Spo
t and Search checks. Ranged weapon attacks and Listen checks are at a -6 penalty
. Flames dance wildly, 100% change of extinguishing any unprotected flame, 75% f
or protected flames (such as those of lanterns).
Covers the ground with slippery ice - movement is reduced to 1/2 of normal.
###
Severe Freezing Rain
\b1\cf1 Severe Freezing Rain: \cf0\b0 -8 to Spot, Search, Listen and ranged atta
cks. Extinguishes 100% of flames. 1/2 movement speed.
\b1\cf1 Severe Freezing Rain\cf0\b0
Freezing Rain reduces visibility ranges by 9/10, resulting in a -8 penalty to Sp
ot and Search checks. Ranged weapon attacks and Listen checks are at a -8 penalt
y. Flames dance wildly, 100% change of extinguishing any flame.
Covers the ground with slippery ice - movement is reduced to 1/2 of normal.
###

'=========== Haze ===============


Light Haze
\b1\cf2 Light Haze: \cf0\b0 -1 to Spot, Search and ranged attacks. Extinguishes
25% of flames, 10% if protected.
\b1\cf2 Light Haze\cf0\b0
Haze reduces visibility ranges by 1/10, resulting in a -1 penalty to Spot and Se
arch checks. Ranged weapon attacks are at a -1 penalty.
###
Haze
\b1\cf2 Haze: \cf0\b0 -2 to Spot, Search and ranged attacks.
\b1\cf2 Haze\cf0\b0
Haze reduces visibility ranges by 1/4, resulting in a -2 penalty to Spot and Sea
rch checks. Ranged weapon attacks are at a -2 penalty.
###
Heavy Haze
\b1\cf1 Heavy Haze: \cf0\b0 -3 to Spot, Search and ranged attacks. Extinguishes
75% of flames, 50% if protected.

\b1\cf1 Heavy Haze\cf0\b0


Haze reduces visibility ranges by 1/2, resulting in a -3 penalty to Spot and Sea
rch checks. Ranged weapon attacks are at a -3 penalty.
###
Severe Haze
\b1\cf1 Severe Haze: \cf0\b0 -4 to Spot, Search and ranged attacks. Extinguishes
100% of flames, 75% if protected.
\b1\cf1 Severe Haze\cf0\b0
Haze reduces visibility ranges by 3/4, resulting in a -4 penalty to Spot and Sea
rch checks. Ranged weapon attacks are at a -4 penalty.
###
'==================================================================
'====================== OTHER EVENTS ==============================
'==================================================================
Hail
\b1\cf1 Hail: \cf0\b0 -4 to Listen checks, 5% change of 1 hp of damage.
\b1\cf1 Hail\cf0\b0
Hail does not reduce visibility, but the sound of falling hail makes Listen chec
ks more difficult (-4 penalty). Sometimes (5% chance) hail can become large enou
gh to deal 1 point of damage (per storm) to anything in the open. Once on the gr
ound, hail reduces movement by half.
###
Thunderstorm
\b1\cf1 Thunderstorm: \cf0\b0 1 lighting bolt/minute, 1d10 x 1d8 hp damage if it
hits.
\b1\cf1 Thunderstorm\cf0\b0
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, as
sume one bolt per minute for a 1-hour period at the center of the storm. Each bo
lt causes electrical damage equal to 1d10 eight-sided dice. One in ten thunderst
orms is accompanied by a tornado.
Odds of getting hit by a bolt depend on terrain, nearby targets, and size/compos
ition of characters. Assume a 5% chance per bolt if out in the open, more if nea
r a single tall tree/structure, less if in a forest.
###
Tornado
\b1\cf1 Tornado: \cf0\b0 No ranged attacks or listen checks.
\b1\cf1 Tornado\cf0\b0
A tornado develops near the characters. There is a 20% chance that it comes near
enough them to blow them away: Large creatures are blown away, Huge ones are kn
ocked down, all others are checked.
###
Hurricane
\b1\cf1 Hurricane: \b0\cf0 Strong winds, rain, and flash floods.
\b1\cf1 Hurricane\b0\cf0
In addition to very high winds and heavy rain, hurricanes are accompanied by fla
sh floods. Most adventuring activity is impossible under such conditions. Near t
he coast, the \b1 storm surge\b0 can raise sea level by several feet, causing a
dditional flooding.
\b1 Flash Floods: \b0 Runoff from heavy rain forces creatures in its path to mak
e a Fortitude save (DC 15). Large or smaller creatures who fail the save are swe
pt away by the rushing water, taking 1d6 points of subdual damage per round (1d3

points on a successful Swim check). Huge creatures who fail are knocked down an
d face potential drowning. Gargantuan and Colossal creatures are checked, but th
ey only drown if the waters rise above their heads.
###

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