weather-based encounter for city-slickers

freyar

Extradimensional Explorer
I'm looking at getting the party I DM for out of the city for a change in our next game session, probably in a week or two, and I'd like a relatively quick encounter I could run for them on their way out of town. This is a group of a beguiler, a dragon shaman (with a variant totem dragon), and a rogue, (2nd level) all relatively slanted toward social skills and not incredibly fond of combat. I've already got a combat encounter worked up for earlier in the session (hopefully this will encourage them to leave town for a little ;)), so the "road" encounter should not involve combat too much, and I'm thinking about winter weather. One thought was setting up shelter and/or a fire against a late-season blizzard. What kind of challenge would you give your players?

Thanks! Since I don't often see a lot of discussion about weather as an encounter, we can open this up for a discussion of other weather-based encounters you've used or seen... :)
 

log in or register to remove this ad


Either lots of mud or snow. Of course, they will hate it, and it will slow the game (as well as their travel speed) down to a crawl. But that's what the poor peasants have to put up with.
 

There are lots of choices here; much depends on the climate and time of year:

Rain

Flooded river
Starting a fire in the rain
Bogged-down wagon
Hypothermia
Fight or chase on muddy ground
Sleeping (or not, more likely) in a rain storm

Snow

Hypothermia
Avalanche
Travel in deep snow
Thin ice/covered lakes
Slippery ground
Snowblindness

Heat

Hyperthermia
Dehydration
Sunburn

I'd start by determining the weather, then consider the ways in which the weather might complicate the lives of the players and the NPCs that the players care about. For the latter, consider the historical event that is commemorated today by the Iditarod: a race against time to deliver diptheria medicine before too many more people died.
 

Sorry I didn't catch this sooner.

So far the suggestions are really good, but to answer your original question:
It depends. :) First off are you treating the weather as an encounter? If so, then you will need epic conditions to make it pay off. For example, a blizzard catches the party on a mountain pass, so the party decides to weather the storm. However, the increased snow causes an avalanche. Should the party survive, how much of their equipment made it in usable condition? Does the party have anyone with the Survival skill? Since its a lower level group, I would be very careful on when and how you 'pull the trigger' on this, because you could accidentally wipe out the party.

Another angle would be to have the weather trigger an animal encounter, such as a party of wolves out hunting for food due to the food shortage caused by the blizzard. Whatever you decide, the real trick is making the party understand its more than just a background event. "Oh gee, its snowing, better get a sled..."
 

How large is the settlement? massive city, small port town, obscure village / hamlet in the midst of nature on the edge of the frontier?

Are any parts of the settlement abandoned or nearly so? Perhaps it is a small town founded in the ruins of a larger city from eras past?

Does the settlement have a wall around it? thick 50 ft stone wall? a small wooden fence or somewhat rotten palisade? a 4 foot hump in the earth?

You suggested winter as the season and some precipitation (snow or rain) is involved. Is that still the plan?


Ideas that come to mind:

The party finds a child lost due to the blizzard. As the streets do not have names and the child is not certain how many turns he took or where, leading him home could take some time. Night is approaching, and the blizzard conditions make the way difficult for those not used to the large town / city.

The town, built upon the ruins of a much larger city, has several areas that have few if any people in them. Some roads are pocked with holes leading into abandoned sewer systems. In other places buildings have collapsed or on the verge of such. Most roads leading into such areas are blocked off by simple walls (maybe even just a wooden fence and a sign). During a blizzard (or rain storm), the party are walking along when suddenly the road beneath them collapses down about 10 feet. Due to the rain, the current in the half filled sewer tunnel washes them away, into regions not yet explored in the town.

Combining the two, the party is passing a blocked off road during a sleet / rain situation when one of them (have them all make listen checks, don't set a DC - whomever rolls highest hear it) hears the cry of a child beyond the wall / fence. Exploring, they find that the road has collapsed shortly beyond the wall / fence and that a child is now holding onto the edge of a brick to keep from being swept away. The slick and icy conditions make climbing down or up difficult, and the current is slowly but noticeably (after a minute or so there) rising. Finally, just as it seems that success is immanent, the child loses his grip and is swept away in the ~4 to 5 feet deep water, down the sewer tunnel into parts unknown. If the party is good aligned they will probably choose to go after him, trying to save him before he drowns.

If they follow, have them go down a tunnel with no real branching but several turns for about, say 50-70 feet, after which they find the child upon a platform a scant inch or two higher than the (still rising) water, next to the entrance to a larger tunnel that (if explored) has several other tunnels connecting to it. The platform has a few steps up next to it, leading to a raised walkway along larger tunnel. Being a few feet higher than the water in the larger tunnel, this walkway seems the best option for finding a way out of the abandoned sewer system, especially with the water still rising (albeit slowly), and the current running against them if they go back the way they came.

If they do choose to go back, it should be difficult due to the depth (~shoulder to neck deep for medium humanoids) and the current, but it should not be impossible, especially if any of the party had a 100 ft rope (or tied together two 50 ft ropes) and tied it to something before entering the sewer. So the party escapes but has a later option for more exploration in the town.

If they choose to go forward, they have a long path with little light except from the rare but occasional hole in the sewer roof from above, usually from the smaller branching tunnels connecting to the one they are in. Eventually they find a stairway or ladder leading out, but they will have to break through the rusted shut door / lock. Or perhaps they find a former den of long ago thieves - or come upon a den of thieves recently set up in this out of the way place. Either way, within an hour or two (in game) they find a way out. As they have a child with them to return, the point is to introduce a new area to explore while also forging a new contact (or possibly two, if the modern thieves den idea is used) in the child's parents (who may be important or at least knowledgeable and perhaps well known in the town).


Does this idea work for you? Even if the town is not filling and fixing empty former houses in a ruin of a city, it is possible it was built upon a city buried in a landslide ages past, and rumors or local sages may know this if the player's question the existence of the formerly unknown sewer system - one far too large for or to have been built by the town they are in.
 

All these ideas are really great! Actually, I have been thinking of doing something outside the city (it's actually Silverymoon in FR), but I think it wouldn't be too hard to adapt Nyeshet's idea. My original idea had been having a blizzard come up and force them to make camp in bad conditions, but I never could figure out how to make the appropriate skill/ability checks fun and exciting. ;)

As far as the PCs (or NPCs who might be with them, unless they hire a guide), none of them are really wilderness oriented, but I want to emphasize the danger of winter travel. I do like the idea of rescuing someone or something in a hazardous environment. Could even get the beguiler involved with calming the victim down... Keep it up, these are great ideas!
 

cheesie combat idea: A big enough blizzard and there can be some sort of "gate" that accidently transports a creature of ice and snow to the region that normally wouldn't ever turn up. It leaves or passes on after the blizzard becasue of the heat.

non cheeesie ideas:

skis, snow shoes and sleds were invented for a reason after a certain point yuo really can't get thru snow at a rate of travel that will not exhaust and maybe kill you. I once ran across a field coveredin snow that i thought was just a 8 inches to a footdeep, oops it turned out to be at least 3 feet deep, i was dripping with sweat an exhausted and really hadn't gone much faster then a brisk walking pace I was in civilization so I was okay but if i'd been out camping/hunting at the time I'd have been in serious danger.

been winter camping in -30 or lower and it can be tricky. Water freezes at 32 after all and if it is 8 degrees over the fire that means your water supply is frozen. Bread and meat freeze as well so preparing a meal becomes tricky.

shelter is the most important part, get out of the wind, be in a place you can get dry and light a fire.

do somethign silly that results in getting your torso wet and you will die if you can't get warmed up in minutes. People have slipped into a stream, pulled themselves out begun to light a fire and been overcome by the cold.

the cold doesn't even have to be subfreezing to be dangerous. Damp weather in the 40's has supposedly killed more travellers, hikers and hunters then -10 degree snow covered terrain ever has.
 

Thanks again to everyone for the ideas, but I still wonder what skill/ability checks I should have the PCs make (given that survival will almost certainly be an NPC check). And how do I make that all exciting?
 

Ok, some skill check suggestions:

First off basic survival (foraging for food, setting up a make-shift shelter, starting a fire, gathering the correct wood to start that fire, etc.) all fall under Survival (type). So I will start here.

Survival (arctic) DC 10 - anyone with real arctic experience will find all this snow a little uncomfortable, but nothing they can't handle. (Except foraging for food - see below)
Survival (woodland) DC 10-40 - If they are in a normally temperate environment this skill could let them start a fire with dry wood (10) or wet wood (25); find that wood, wet (10) or dry (30), build a shelter with the crappy wood left over (15-20) or out of snow (15-20) (depending on how poorly you think they are going about it); and forage for food (40) If its really a blizzard, most woodland animals will go to ground and weather the storm.
Survival (tundra) DC 10-15 - with the exception of hunting, a tundra experienced survivalist should find no real problems other than possibly identifying the correct types of wood to use (hence the slightly higher DC). As far as foraging for food, this would be on par with a woodland roll (40) due to finding the critters in the first place.

Other skills that might be useful
Rope Use - Ah yes the much maligned Rope Use, if trying to build a shelter by lashing poles together, anyone with Rope Use should get a bonus to his bonus modifier (+2 - +5) your choice. This signifies they know how to correctly tie the right knots, know how to lash poles/trees together at various angles, etc.
Cooking - Should they find game, a Cooking roll should tell if they can sustain on what they have found. If they have a pot with them, a DC 1 cooking roll should let the cook boil snow into clean drinkable water...A key component to staying alive.
Craft (clothing) - any aspiring seamstresses or tailors should get a chance to use any extra clothing or extra blankets to fashion make-shift winter gear. I'll leave the DC up to you, because it will depend upon what they have available. BTW, if they kill a bear or other animal for food and try to say they are using the hide for clothing, remind them the hide is uncured, splits when sewn and reeks to high heaven. In order to pull this off successfully the hide should be tanned first, and under the conditions, that shouldn't be impossible.
Profession (trapper/hunter) - anyone with this skill should get a bonus for foraging food. Professional hunters and trappers usually know where to find the actual homes of the critters they hunt, giving them an advantage over the 'practiced amateur'.
Profession (woodworker/logger) - Anyone who spends this much time around wood should know which types of wood are good for what. Give them a bonus to find the correct wood for both shelter and fire starting.
Profession (fisherman) - If there is a real fisherman in the group, they should get to use this roll in lieu of Survival (any) for finding fish if there is a nearby stream or river they can access. While it may be a little different from what they are used to, fish still behave like fish under the water, assuming they can cut through any standing ice, give them a break to foraging for food.
Heal - Don't forget those Heal checks to recover from frostbite and other cold weather injuries.

Hope this helps and inspires more posts from others for you.
 

Remove ads

Top