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<blockquote data-quote="Reynard" data-source="post: 7954818" data-attributes="member: 467"><p>We ended up having some fun with random weather. I used a super simple system -- it was late summer, early fall on a large temperate island, so each morning we rolled a 1d6. If the result was equal to or less than the number of days since the last rain (so 1 on the first day, 2 on the 2nd and so on) it rained, and then we rolled a 1d10 for severity (on a simple 1 to 10 scale of drizzle to monsoon). If the severity was 5-8 they lost half a day and suffered disadvantage on both survival and perception checks. On a 9 or 10 they lost a day and those checks were impossible. If they did not hunker down they were guaranteed a level of exhaustion and might blunder into a random encounter with no forewarning. Amazingly, they kept rolling 1s and it rained most their whole miserable trek. They ended up losing almost 3 days to weather and failed survival checks. Most of the random encounters were of the "found a strange thing" variety so I did some foreshadowing of what awaited them (manticores) and just random weirdness (a pool where pixies met to enchant their sleep arrows in the water, just based on a one liner from the forest chart). It was the most fun I have had running an extended travel in a while. Extending the length of the travel would have been more impactful if they had to worry about rations, though.</p><p></p><p>I am going to make the weather rolls a little more complex and use a bell curve so there is only 1 roll (sever weather will be in the outlier results) and build custom encounter charts with plenty of non combat stuff, but it was a good test.</p></blockquote><p></p>
[QUOTE="Reynard, post: 7954818, member: 467"] We ended up having some fun with random weather. I used a super simple system -- it was late summer, early fall on a large temperate island, so each morning we rolled a 1d6. If the result was equal to or less than the number of days since the last rain (so 1 on the first day, 2 on the 2nd and so on) it rained, and then we rolled a 1d10 for severity (on a simple 1 to 10 scale of drizzle to monsoon). If the severity was 5-8 they lost half a day and suffered disadvantage on both survival and perception checks. On a 9 or 10 they lost a day and those checks were impossible. If they did not hunker down they were guaranteed a level of exhaustion and might blunder into a random encounter with no forewarning. Amazingly, they kept rolling 1s and it rained most their whole miserable trek. They ended up losing almost 3 days to weather and failed survival checks. Most of the random encounters were of the "found a strange thing" variety so I did some foreshadowing of what awaited them (manticores) and just random weirdness (a pool where pixies met to enchant their sleep arrows in the water, just based on a one liner from the forest chart). It was the most fun I have had running an extended travel in a while. Extending the length of the travel would have been more impactful if they had to worry about rations, though. I am going to make the weather rolls a little more complex and use a bell curve so there is only 1 roll (sever weather will be in the outlier results) and build custom encounter charts with plenty of non combat stuff, but it was a good test. [/QUOTE]
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