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<blockquote data-quote="Ramm83" data-source="post: 6850740" data-attributes="member: 6780343"><p><strong>Climate</strong></p><p></p><p>Hurlontown is the most nothern civilized town of the continent, and as such the temperatures are cold. Winters are very harsh and temperatures can drop down to 0°F, there have been days even colder. Summers are short and temperatures are agreable. The time the adventures starts temperatures have risen to about 40°F. The thawing which has been going on since a few weeks makes travel overland rather difficult as most ground is rather muddy. The rain and occasional hail does nothing to improve this situation. Towards the east and the north when entering the tundra the climate drops, and harsh cold winds are a nuisance. The forests in the east are constantly plagued by fogbanks. </p><p></p><p><strong>Mud:</strong> Threat the ground in and around Hurlontown as difficult terrain. Moving through a muddy space costs 2 squares of movement to move into. Mud increases the acrobatics and stealth checks by 2. Running and charging are impossible.</p><p></p><p><strong>Weather rules:</strong></p><p><strong></strong></p><p><em>Rain</em>: Rain reduces visibility ranges by half, resulting in a –4 penalty on Perception checks. It has the same effect on flames, ranged weapon attacks, and Perception checks as severe wind.<em></em></p><p><em></em></p><p><em>Hail</em>: Hail does not reduce visibility, but the sound of falling hail makes sound-based Perception checks more difficult (–4 penalty). Sometimes (5% chance) hail can become large enough to deal 1 point of lethal damage (per storm) to anything in the open. Once on the ground, hail has the same effect on movement as snow.</p><p></p><p><em>Fog: </em>Whether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight beyond 5 feet, including darkvision. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance)[HR][/HR]<strong>Wind effects:</strong></p><p><strong></strong></p><p><em>Moderate Wind</em>: A steady wind with a 50% chance of extinguishing small, unprotected flames, such as candles.</p><p></p><p> <em></em></p><p><em>Strong Wind</em>: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks.</p><p></p><p> <em></em></p><p><em>Severe Wind</em>: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty. This is the velocity of wind produced by a <em><em>gust of wind</em></em> spell.</p></blockquote><p></p>
[QUOTE="Ramm83, post: 6850740, member: 6780343"] [B]Climate[/B] Hurlontown is the most nothern civilized town of the continent, and as such the temperatures are cold. Winters are very harsh and temperatures can drop down to 0°F, there have been days even colder. Summers are short and temperatures are agreable. The time the adventures starts temperatures have risen to about 40°F. The thawing which has been going on since a few weeks makes travel overland rather difficult as most ground is rather muddy. The rain and occasional hail does nothing to improve this situation. Towards the east and the north when entering the tundra the climate drops, and harsh cold winds are a nuisance. The forests in the east are constantly plagued by fogbanks. [B]Mud:[/B] Threat the ground in and around Hurlontown as difficult terrain. Moving through a muddy space costs 2 squares of movement to move into. Mud increases the acrobatics and stealth checks by 2. Running and charging are impossible. [B]Weather rules: [/B] [I]Rain[/I]: Rain reduces visibility ranges by half, resulting in a –4 penalty on Perception checks. It has the same effect on flames, ranged weapon attacks, and Perception checks as severe wind.[I] Hail[/I]: Hail does not reduce visibility, but the sound of falling hail makes sound-based Perception checks more difficult (–4 penalty). Sometimes (5% chance) hail can become large enough to deal 1 point of lethal damage (per storm) to anything in the open. Once on the ground, hail has the same effect on movement as snow. [I]Fog: [/I]Whether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight beyond 5 feet, including darkvision. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance)[HR][/HR][B]Wind effects: [/B] [I]Moderate Wind[/I]: A steady wind with a 50% chance of extinguishing small, unprotected flames, such as candles. [I] Strong Wind[/I]: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks. [I] Severe Wind[/I]: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty. This is the velocity of wind produced by a [I][I]gust of wind[/I][/I] spell. [/QUOTE]
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