[Waterdeep Weather Report]

This is just to add some context to the weather reports section of the Session Reports. They are not just me mucking around with temperature, wind and precipitation. They have a mechanical effect on the game.

One that will hopefully, add a layer of 'verisimilitude' to the game world, making the Players carefully consider their next course of action.

This post will be updated as the full range of weather effects are gamed out.

[Inclement weather]

Light Snowfall - Falling snow imposes Disadvantage on Wisdom (Perception) checks that rely on sight. Visibility is reduced to 60ft (encounter distance). Snow on the ground creates difficult terrain in areas that are not heavily trod (escaping down side alleys becomes difficult).

Heavy Snowfall - The heavy snowfall imposes Disadvantage on Wisdom (Perception) checks that rely on sight. Everything within the blizzard is Lightly Obscured. Snow on the ground creates difficult terrain in all areas.

Bitterly Cold - A character exposed to the cold must succeed on a DC15 Constitution saving throw at the end of each encounter, or gain one level of Exhaustion. Characters who have resistance or immunity to cold damage automatically succeed on the saving throw, as do those wearing dry cold weather clothing.

Winters Chill - A character exposed to the cold must succeed on a DC10 Constitution saving throw at the end of each encounter or gain one level of exhaustion. Characters who have resistance or immunity to cold automatically succeed on the saving throw, as do those wearing dry cold weather clothing.

Warm Front - A character exposed to the cold must succeed on a DC10 Constitution saving throw, with Advantage, at the end of each encounter or gain one level of exhaustion. Characters who have resistance or immunity to cold automatically succeed on the saving throw, as do those wearing dry cold weather clothing.

Light Wind -  Blustery winds impose Disadvantage on Wisdom (Perception) checks that rely on hearing or sight. The wind also extinguishes open fires smaller than a torch flame. 

Strong Wind - Howling gales imposes Disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. The strong wind extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall.





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