The material below is designated as Open Game Content
The information below will help to adjust for poor weather with circumstancial bonuses and penalties. It is up to the DM to decide whether or to apply them but it adds a dimension to the game that increases the intensity of the encounters.
Moderate Wind: A steady wind with a 50% chance of extinguishing small unprotected
Severe Wind: In addition to automatically extinguishing unprotected flames, winds of this magnitude cause protected flames (such as in lanterns) to dance wildly having a 50% chance of extinguishing these lights. Ranged weapon attacks and Listen checks are at a -4 penalty. This is the velocity of wind produced by the gust of wind spell.
This can reduce visibility ranges by half resulting in a -4 penalty to Spot and Search checks. It has the same effect on flames, ranged weapon attacks, and Listen checks as severe wind.
Here are some things to bear in mind regarding the various types of terrain encountered in this adventure. Weather and lighting will have additional effects and are covered separately in this
Roads: Although useful to enhance the distance one might travel, the roads outside of town
wind through forest. This decreases the distance one can see. Unless otherwise stated, allow
individuals to see no farther than one hundred yards, along a road and one quarter of that distance on trails.
Forest: The forest in this region is fairly heavy with both spreading trees and difficult underbrush. Decrease sight lines in the forest to one hundred feet during ideal lighting conditions and decrease movement to one half normal.
Mud: The sloppy conditions of most encounters will require some adjustments for combat situations. Play this up during combat situations with a -2 penalty to hit.
Some encounters may take place during the night. Aside from the weather effects, the darkness will play a part in determining the potential actions of the player characters and others. The overcast sky creates a situation that is akin to total darkness. Flashes of lightning from storms will create situations where there is low light.
Table: Light Sources
|Candle||5 ft||1 hr|
|Lamp, common||15 ft||6 hr/pint|
|Lantern, bullseye||60 ft cone*||6 hr/pint|
|Lantern, hooded||30 ft||6 hr/pint|
|Sunrod||30 ft||6 hours|
|Torch||20 ft||1 hour|
*A cone 60 feet long and 20 feet wide at the far end.