donjon |
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GeneralFantasyd20/Fantasy
4e/FantasyScience Fiction |
Random Weather GeneratorThunderstorm: The combined effects of precipitation and wind reduce visibility by three quarters, imposing a -8 penalty on Spot, Search, and Listen checks. Thunderstorms make ranged weapon attacks impossible, except for those using siege weapons, which suffer a -4 penalty on attack rolls. Thunderstorms 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. Creatures must succeed on a DC 15 Fort save or be blown away (Tiny or smaller creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet), knocked down (Small; prone), or checked (Medium; unable to move forward against the force of the wind). Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of nonlethal damage due to battering and buffeting (Small or smaller creatures), blown back 1d6 x 10 feet (Medium), or blown back 1d6 x 5 feet (Large). In addition, 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, assume one bolt per minute for a 1 hour period at the center of the storm. Each bolt causes electricity damage equal to 1d10 eight-sided dice. Severe Thunderstorm: The combined effects of torrential precipitation and high wind reduce visibility to zero, making Spot, Search, and Listen checks and all ranged weapon attacks impossible. Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused. Creatures must succeed on a DC 18 Fort save or be blown away (Small or smaller creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet), knocked down (Medium; prone), or checked (Large or Huge; unable to move forward against the force of the wind). Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of nonlethal damage due to battering and buffeting (Medium or smaller creatures), blown back 1d6 x 10 feet (Large), or blown back 1d6 x 5 feet (Huge or Gargantuan). In addition, 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, assume one bolt per minute for a 1 hour period at the center of the storm. Each bolt causes electricity damage equal to 1d10 eight-sided dice. Hurricane: The combined effects of torrential precipitation and high wind reduce visibility to zero, making Spot, Search, and Listen checks and all ranged weapon attacks impossible. Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused. Hurricane-force winds often fell trees. Creatures must succeed on a DC 20 Fort save or be blown away (Medium or smaller creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet), knocked down (Large; prone), or checked (Huge; unable to move forward against the force of the wind). Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of nonlethal damage due to battering and buffeting (Large or smaller creatures), blown back 1d6 x 10 feet (Huge), or blown back 1d6 x 5 feet (Gargantuan). In addition, hurricanes are accompanied by floods. Most adventuring activity is impossible under such conditions. Snowstorm: The combined effects of precipitation and wind reduce visibility by three quarters, imposing a -8 penalty on Spot, Search, and Listen checks. Snowstorms make ranged weapon attacks impossible, except for those using siege weapons, which suffer a -4 penalty on attack rolls. Snowstorms 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. Creatures must succeed on a DC 15 Fort save or be blown away (Tiny or smaller creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet), knocked down (Small; prone), or checked (Medium; unable to move forward against the force of the wind). Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of nonlethal damage due to battering and buffeting (Small or smaller creatures), blown back 1d6 x 10 feet (Medium), or blown back 1d6 x 5 feet (Large). In addition, snowstorms leave 1d6 inches of snow on the ground afterward. It costs 2 squares of movement to enter a snow-covered square. Blizzard: The combination of high winds, heavy snow (typically 1d3 feet), and bitter cold make blizzards deadly for all who are unprepared for them. Blizzards reduce visibility to zero, making Spot, Search, and Listen checks and all ranged weapon attacks impossible. All sight, including darkvision, is obscured beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance). Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused. Creatures must succeed on a DC 18 Fort save or be blown away (Small or smaller creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet), knocked down (Medium; prone), or checked (Large or Huge; unable to move forward against the force of the wind). Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of nonlethal damage due to battering and buffeting (Medium or smaller creatures), blown back 1d6 x 10 feet (Large), or blown back 1d6 x 5 feet (Huge or Gargantuan). In addition, blizzards leave 1d3 feet of heavy snow on the ground afterward. It costs 4 squares of movement to enter a square covered with heavy snow. A blizzard may result in snowdrifts 1d4 x 5 feet deep, especially in and around objects big enough to deflect the wind -- a cabin or a large tent, for instance. Duststorm: These desert storms blow fine grains of sand. The combined effects of dust and wind reduce visibility by three quarters, imposing a -8 penalty on Spot, Search, and Listen checks. Duststorms make ranged weapon attacks impossible, except for those using siege weapons, which suffer a -4 penalty on attack rolls. Duststorms 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. Creatures must succeed on a DC 15 Fort save or be blown away (Tiny or smaller creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet), knocked down (Small; prone), or checked (Medium; unable to move forward against the force of the wind). Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of nonlethal damage due to battering and buffeting (Small or smaller creatures), blown back 1d6 x 10 feet (Medium), or blown back 1d6 x 5 feet (Large). Duststorms leave behind a deposit of 1d6 inches of sand. Greater Duststorm: Greater duststorms drive fine grains of sand in windstorm-force winds. The combined effects of dust and wind reduce visibility to zero, making Spot, Search, and Listen checks and all ranged weapon attacks impossible. Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused. Creatures must succeed on a DC 18 Fort save or be blown away (Small or smaller creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet), knocked down (Medium; prone), or checked (Large or Huge; unable to move forward against the force of the wind). Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of nonlethal damage due to battering and buffeting (Medium or smaller creatures), blown back 1d6 x 10 feet (Large), or blown back 1d6 x 5 feet (Huge or Gargantuan). In addition, 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. 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 x her Constitution score. Greater duststorms leave 2d3-1 feet of fine sand in their wake. Acid Rain (CR 2): Acid rain deals 1d3 points of acid damage (no save) each round to anyone caught out in the open without shelter. Rain reduces visibility by half, imposing a -4 penalty on Spot and Search checks. It also imposes a -4 penalty on Listen checks and ranged weapon attacks. Rain automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish these lights. Arcane Storm: An arcane storm generally appears to be a normal thunderstorm, although it possesses a faint magical aura. All spells and spell-like abilities used within the storm are empowered as if affected by the Empower Spell feat, although a spell so affected doesn't require a higher-level spell slot or additional casting time. Spells and spell-like abilities that are already empowered are unaffected. The combined effects of precipitation and wind reduce visibility by three quarters, imposing a -8 penalty on Spot, Search, and Listen checks. Arcane storms make ranged weapon attacks impossible, except for those using siege weapons, which suffer a -4 penalty on attack rolls. Arcane storms 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. Creatures must succeed on a DC 15 Fort save or be blown away (Tiny or smaller creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet), knocked down (Small; prone), or checked (Medium; unable to move forward against the force of the wind). Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of nonlethal damage due to battering and buffeting (Small or smaller creatures), blown back 1d6 x 10 feet (Medium), or blown back 1d6 x 5 feet (Large). In addition, arcane storms are accompanied by lightning that can pose a hazard to characters without proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1 hour period at the center of the storm. Each bolt causes electricity damage equal to 1d10 eight-sided dice. Blacksleet (CR 6): Blacksleet is frozen rain imbued with negative energy. Creatures caught out in the open without shelter must make a Fortitude save once every minute (DC 15, +1 per previous check), gaining 1 negative level on each failed save. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack. If the subject has at least as many negative levels as HD, it dies. Twenty-four hours after gaining a negative level, the subject must make a Fortitude saving throw against the same DC for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject's character levels is permanently drained. Sleet reduces visibility by half, imposing a -4 penalty on Spot and Search checks. It also imposes a -4 penalty on Listen checks and ranged weapon attacks. Sleet automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 75% chance to extinguish these lights. A day of sleet leaves 1d6 inches of loose ice on the ground. It costs 2 squares of movement to enter a sleet-covered square. Gatestorm (CR 10): Gatestorms can manifest suddenly and out of thin air. They appear at first as clouds of twinkling stars, but within seconds transform into maelstroms of powerful winds and dimensional gates which flash open randomly. Creatures of Medium size or smaller and airborne creatures of Gargantuan size or smaller must succeed on a DC 18 Fort or Will save (player's choice) every round or be blown through a gate to a random plane of existence or alternate dimension. A gatestorm typically lasts for only 1d6 minutes before fading as suddenly as it appeared. The wind of a gatestorm is powerful enough to bring down branches if not whole trees, and impose a -8 penalty on Listen checks. Ranged weapon attacks are impossible, except for those using siege weapons, which suffer a -4 penalty on attack rolls. Gatestorms automatically extinguish candles, torches, and similar unprotected flames. They have a 75% chance to extinguish protected flames, such as those of lanterns. Large or Huge creatures must succeed on a DC 18 Fort save or be checked (unable to move forward against the force of the wind). Lethe Snow (CR 2): Lethe snow is imbued with enchantment magic, and is often accompanied by a faint tinkling sound as it falls. Creatures caught out in the open without shelter must make a Fortitude save once every minute (DC 15, +1 per previous check) or fall asleep for 1 hour. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise or cold damage does not. Awakening a creature is a standard action (an application of the aid another action). Snow reduces visibility by half, imposing a -4 penalty on Spot and Search checks. It also imposes a -4 penalty on Listen checks and ranged weapon attacks. A day of snowfall leaves 1d6 inches of snow on the ground. It costs 2 squares of movement to enter a snow-covered square. Prismatic Rain: Prismatic rain falls in brilliant, rainbow-hued drops. Prismatic rain reduces visibility by three quarters, imposing a -8 penalty on Spot and Search checks. It also imposes a -4 penalty on Listen checks and ranged weapon attacks. Rain automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish these lights. Extreme Cold: 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 previous check) or take 1d4 points of nonlethal damage. Those wearing metal armor or coming into contact with very cold metal are affected as if by a chill metal spell. A character who has the Survival skill may receive a bonus on her saving throw and may be able to apply this bonus to other characters as well. Characters wearing winter clothing 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. Severe Cold: 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 her saving throw and may be able to apply this bonus to other characters as well. Characters wearing winter clothing 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. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate. Cold: 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 her saving throw and may be able to apply this bonus to other characters as well. 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. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate. Very Hot: 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 her saving throw and may be able to apply this bonus to other characters as well. A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers the nonlethal damage she took from the heat. This nonlethal damage cannot be recovered until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once rendered unconscious through the accumulation of nonlethal damage, the character begins to take lethal damage at the same rate. Severe Heat: 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 her saving throw and may be able to apply this bonus to other characters as well. A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers the nonlethal damage she took from the heat. This nonlethal damage cannot be recovered until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once rendered unconscious through the accumulation of nonlethal damage, the character begins to take lethal damage at the same rate. Extreme Heat: Extreme heat (air temperature over 140°F, fire, boiling water, lava) deals lethal damage. Breathing air in these temperatures deals 1d6 points of 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. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell. 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 her saving throw and may be able to apply this bonus to other characters as well. A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers the nonlethal damage she took from the heat. Fog: Whether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance). Rain: Rain reduces visibility by half, imposing a -4 penalty on Spot and Search checks. It also imposes a -4 penalty on Listen checks and ranged weapon attacks. Rain automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish these lights. Hail: The sound of falling hail imposes a -4 penalty on Listen checks. Sometimes hail can become large enough to deal 1 point of lethal damage (per storm) to anything in the open. A day of hail leaves 1d6 inches of loose ice on the ground. It costs 2 squares of movement to enter a hail-covered square. Snow: Snow reduces visibility by half, imposing a -4 penalty on Spot and Search checks. It also imposes a -4 penalty on Listen checks and ranged weapon attacks. A day of snowfall leaves 1d6 inches of snow on the ground. It costs 2 squares of movement to enter a snow-covered square. Heavy Snow: Heavy snow reduces visibility by half, imposing a -4 penalty on Spot and Search checks. All sight, including darkvision, is obscured beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance). It also imposes a -4 penalty on Listen checks and ranged weapon attacks. Heavy snow has a 50% chance of extinguishing candles, torches, and similar unprotected flames. A day of heavy snowfall leaves 1d4 feet of snow on the ground. It costs 4 squares of movement to enter a square covered with heavy snow. Heavy snow accompanied by strong or severe winds may result in snowdrifts 1d4 x 5 feet deep, especially in and around objects big enough to deflect the wind -- a cabin or a large tent, for instance. Sleet: Essentially frozen rain, sleet reduces visibility by half, imposing a -4 penalty on Spot and Search checks. It also imposes a -4 penalty on Listen checks and ranged weapon attacks. Sleet automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 75% chance to extinguish these lights. A day of sleet leaves 1d6 inches of loose ice on the ground. It costs 2 squares of movement to enter a sleet-covered square. Light Wind: A gentle breeze, having little or no game effect. Moderate Wind: A steady wind with a 50% chance of extinguishing candles, torches, and similar unprotected flames. Strong Wind: Strong gusts of wind that impose a -2 penalty on Listen checks and ranged weapon attacks. Such gusts automatically extinguish candles, torches, and similar unprotected flames. Tiny or smaller land-bound creatures must succeed on a DC 10 Fort save every round or be knocked prone. Small or smaller airborne creatures are instead blown back 1d6 x 10 feet. Severe Wind: Winds of this magnitude impose a -4 penalty on Listen checks and ranged weapon attacks. Severe wind automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish these lights. Creatures must succeed on a DC 15 Fort save or be blown away (Tiny or smaller creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet), knocked down (Small; prone), or checked (Medium; unable to move forward against the force of the wind). Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of nonlethal damage due to battering and buffeting (Small or smaller creatures), blown back 1d6 x 10 feet (Medium), or blown back 1d6 x 5 feet (Large). Windstorm: Powerful enough to bring down branches if not whole trees, windstorms impose a -8 penalty on Listen checks due to the howling of the wind. Ranged weapon attacks are impossible, except for those using siege weapons, which suffer a -4 penalty on attack rolls. Windstorms automatically extinguish candles, torches, and similar unprotected flames. They have a 75% chance to extinguish protected flames, such as those of lanterns. Creatures must succeed on a DC 18 Fort save or be blown away (Small or smaller creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet), knocked down (Medium; prone), or checked (Large or Huge; unable to move forward against the force of the wind). Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of nonlethal damage due to battering and buffeting (Medium or smaller creatures), blown back 1d6 x 10 feet (Large), or blown back 1d6 x 5 feet (Huge or Gargantuan). Hurricane: Listen checks are impossible, as all that characters can hear is the roaring of the wind. Ranged weapon attacks are impossible, except for those using siege weapons, which suffer a -8 penalty on attack rolls. All flames are automatically extinguished. Hurricane-force winds often fell trees. Creatures must succeed on a DC 20 Fort save or be blown away (Medium or smaller creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet), knocked down (Large; prone), or checked (Huge; unable to move forward against the force of the wind). Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of nonlethal damage due to battering and buffeting (Large or smaller creatures), blown back 1d6 x 10 feet (Huge), or blown back 1d6 x 5 feet (Gargantuan). Tornado (CR 10): 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). Listen checks are impossible, as all that characters can hear is the roaring of the wind. Ranged weapon attacks are impossible, even those using siege weapons. All flames are automatically extinguished. A tornado uproots trees, destroys buildings, and causes other similar forms of major destruction. Creatures must succeed on a DC 30 Fort save or be sucked toward the tornado (Large or smaller creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet), knocked down (Huge; prone), or checked (Gargantuan or Colossal; unable to move forward against the force of the wind). Airborne creatures are instead sucked 2d6 x 10 feet toward the tornado and dealt 2d6 points of nonlethal damage due to battering and buffeting (Huge or smaller creatures), sucked 1d6 x 10 feet (Gargantuan), or sucked 1d6 x 5 feet (Colossal). 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). |
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