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Table: Random Weather (Temperate)

d% Weather Description Notes W ind Speed Notes Creature Size1 Effect (See below) Fort Save DC

01-70

Normal weather

01-25 26-50 51-75 76-100

Clear, calm Overcast, calm Clear, windy Overcast, windy Heat Wave Cold Snap

-N/A-

Light

-N/A-

Any Any Tiny or smaller Any Any

-N/A-N/AKnocked down -N/A-

-N/A-N/A10

-N/A-

01-60 Moderate = Extinguishes small, unprotected flames = -2 penalty on ranged weapon attacks and 61-100 Strong Listen checks = Extinguishes unprotected flames Light Light -N/A-N/A-

71-80

Abnormal weather

01-50 51-100 01-30 31-90 91-99 100

81-90

Inclement weather

01-90 91-99 Storm 91-100

= Raises temperature +10oF = Lowers temperature -10oF = Zero visibility (obscures all vision beyond 5 feet) Fog = Creatures 5 feet away have concealment (20%miss chance) = Lasts 2d4 hours = Reduces visibility ranges by one half Rain = -4 on all Spot and Search checks = Lasts 2d4 hours = Costs 2 squares of movement to enter hail-covered square Hail = Lasts 1d20 minutes followed by 1d4 hours of rain = Deals 1 point of damage to anything left in the open Damaging Hail = Costs 2 squares of movement to enter hail-covered square = Lasts 1d20 minutes, plus 1d4 hours of rain = Reduces visibility by three quarters = -8 to Spot and Search checks Thunderstorm = Accompanied by 1 hour of lightning2 = Lasts 1 hour, plus 2d4-1 hours of rain = Zero visibility (obscures all vision beyond 5 feet) = Creatures 5 feet away have concealment (20%miss chance) Tornado = Spot and Search checks impossible = Lasts 1d6*10 minutes, followed by 1 hour of lightning2, followed by 2d4-1 hours of rain Windstorm = Lasts 1d6 hours = Zero visibility (obscures all vision beyond 5 feet) = Creatures 5 feet away have concealment (20%miss chance) = Spot and Search checks impossible = Downpour may cause floods = Lasts 1d6+1 days

-N/A-N/A-

Strong

= -2 penalty on ranged weapon attacks and Listen checks = Extinguishes unprotected flames

Tiny or smaller

Knocked down

10

Severe

= -4 penalty on ranged weapon attacks and Listen checks = 50%chance to extinguish protected flames (unprotected automatic) = Ranged weapon attacks impossible = Listen checks Impossible = 75%chance to extinguish protected flames (unprotected automatic) = Ranged weapon attacks impossible = -8 to all Listen checks = 50%chance to extinguish protected flames (unprotected automatic) = Ranged weapon attacks impossible = Listen checks impossible = All flames extinguished

Tiny Small Medium Large or smaller Huge Gargantuan or Colossal Small or smaller Medium Large or Huge Medium or smaller Large Huge

Blown away Knocked down Checked Blown away3 Knocked down Checked Blown away Knocked down Checked Blown away Knocked down Checked

15

Tornadic

30

01-70 100 Powerful storm 71-100

Windstorm

18

Hurricane4

Hurricane

20

Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d65 feet. Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d610 feet. Blown Away: Creatures on the ground are knocked prone and rolled 1d410 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d610 feet and take 2d6 points of nonlethal damage due to battering and

buffeting.

1. Flying or airborne creatures are treated as one size category smaller than their actual size, so an airborne Gargantuan dragon is treated as Huge for purposes of wind effects. 2. Assume 1 bolt/minute, 1d8 10-sided dice electricity damage; 2%chance of being struck, 5%if holding or wearing metal. 3. 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 may apply). While a tornados 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). 4. Treat the center of the hurricane as a tornado, but double its damaging effects.

Table: Random Weather (Cold)


d% Weather Description Notes W ind Speed Notes Creature Size1 Effect (See below) Fort Save DC

01-70

Normal weather

01-25 26-50 51-75 76-100

Clear, calm Overcast, calm Clear, windy Overcast, windy Heat Wave Cold Snap

-N/A-

Light

-N/A-

Any Any Tiny or smaller Any Any

-N/A-N/AKnocked down -N/A-

-N/A-N/A10

-N/A-

01-60 Moderate = Extinguishes small, unprotected flames = -2 penalty on ranged weapon attacks and 61-100 Strong Listen checks = Extinguishes unprotected flames Light Light -N/A-N/A-

71-80

Abnormal weather

01-50 51-100

81-90

Inclement weather

91-99

Storm

= Raises temperature +10oF = Lowers temperature -10oF = Zero visibility (obscures all vision beyond 5 feet) 01-25 Fog = Creatures 5 feet away have concealment (20%miss chance) = Lasts 2d4 hours = Reduces visibility ranges by one half = -4 on all Spot and Search checks 26-75 Snow/Sleet = Accumulates at 1 inch/hour = Costs 2 squares of movement to enter snow-covered square = Lasts 2d4 hours = Zero visibility (obscures all vision beyond 5 feet as fog) = Creatures 5 feet away have concealment (20%miss chance) = -4 on all Spot and Search checks = Accumulates at 3 inches/hour, creating drifts 1d4*5 feet deep 76-95 Heavy Snow near objects large enough to deflect the wind = Costs 4 squares of movement to enter a square covered in heavy snow = Lasts 2d4 hours Heavy Snow 96-100 = As heavy snow, but accompanied by lightning2 w/ Lightning = Reduces visibility ranges by three quarters = -8 on all Spot and Search checks Snowstorm = Accumulates at 2 inches/hour = Costs 2 squares of movement to enter snow-covered square = Lasts 2d4 hours 01-70 Windstorm = Creates drifts 1d4*5 feet deep near objects large enough to deflect the wind (if snow exists) = Lasts 1d6 hours

-N/A-N/A-

Strong

= -2 penalty on ranged weapon attacks and Listen checks = Extinguishes unprotected flames

Tiny or smaller

Knocked down

10

Severe

= -4 penalty on ranged weapon attacks and Listen checks = 50%chance to extinguish protected flames (unprotected automatic) = Ranged weapon attacks impossible = -8 to all Listen checks = 75%chance to extinguish protected flames (unprotected automatic)

Tiny Small Medium Small or smaller Medium Large or Huge

Blown away Knocked down Checked Blown away Knocked down Checked

15

Windstorm

18

= Zero visibility (obscures all vision beyond 5 feet as fog) Medium or smaller Blown away = Creatures 5 feet away have concealment (20%miss chance) Large Knocked down = Spot and Search checks impossible = Ranged weapon attacks impossible = Accumulates at 1 foot/hour, creating drifts 1d6*5 feet deep near 71-100 Blizzard Hurricane = Listen checks impossible 20 objects large enough to deflect the wind = All flames extinguished Huge Checked = Costs 4 squares of movement to enter a square covered by a blizzard = Lasts 1d4+4 hours Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d65 feet. Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d610 feet. Blown Away: Creatures on the ground are knocked prone and rolled 1d410 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d610 feet and take 2d6 points of nonlethal damage due to battering and buffeting. 100 Powerful storm 1. Flying or airborne creatures are treated as one size category smaller than their actual size, so an airborne Gargantuan dragon is treated as Huge for purposes of wind effects. 2. Assume 1 bolt/minute, 1d8 10-sided dice electricity damage; 2%chance of being struck, 5%if holding or wearing metal.

Table: Random Weather (Desert)


d% Weather Description Notes W ind Speed Notes Creature Size1 Effect (See below) Fort Save DC

01-60

Normal weather Abnormal weather

Clear, calm

-N/A-

Light

-N/A-

Any Any Tiny or smaller Tiny Small Medium Small or smaller Medium Large or Huge

-N/A-N/AKnocked down Blown away Knocked down Checked Blown away Knocked down Checked

-N/A-N/A10

61-80

Clear, windy

-N/A= Reduces visibility ranges by three quarters = -8 on all Spot and Search checks = Accumulates at 1d6 inches of sand/storm = Lasts 2d4 hours = Reduces visibility ranges by three quarters = -8 on all Spot and Search checks = Accumulates at 1d6 feet of sand/storm = Causes 1d3 nonlethal damage/round to anyone caught without shelter and poses a choking hazard2 = Lasts 2d4 hours = Zero visibility (obscures all vision beyond 5 feet as fog) = Creatures 5 feet away have concealment (20%miss chance) = -4 on all Spot and Search checks = May cause flooding = Lasts 2d4 hours

01-90 81-95 Storm 91-100

Duststorm

01-60 Moderate = Extinguishes small, unprotected flames = -2 penalty on ranged weapon attacks and 61-100 Strong Listen checks = Extinguishes unprotected flames = -4 penalty on ranged weapon attacks and Listen checks Severe = 50%chance to extinguish protected flames (unprotected automatic) = Ranged weapon attacks impossible = -8 to all Listen checks = 75%chance to extinguish protected flames (unprotected automatic) = -2 penalty on ranged weapon attacks and Listen checks = Extinguishes unprotected flames

15

Greater Duststorm

Windstorm

18

96-100

Powerful storm

Downpour

Strong

Tiny or smaller

Knocked down

10

Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d65 feet. Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d610 feet. Blown Away: Creatures on the ground are knocked prone and rolled 1d410 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d610 feet and take 2d6 points of nonlethal damage due to battering and

buffeting.

1. Flying or airborne creatures are treated as one size category smaller than their actual size, so an airborne Gargantuan dragon is treated as Huge for purposes of wind effects. 2. A character who inhales sand must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. A character wearing a scarf or similar protection over the mouth and nose does not begin choking for a number of rounds equal to twice her Constitution score.

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