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<blockquote data-quote="Thondor" data-source="post: 3888311" data-attributes="member: 31955"><p><strong>Mist</strong></p><p></p><p>Mist and fog and even rain can increase the spooky feeling, and distorts sight and sound, making combat or travel much more difficult. It is not unlikely that a sentient Island would have weather control ability, and unique weather phenomenon.There are some special mists suggestions in the Cold Marshes adventure in Dragon 121. </p><p></p><p>Here's the basics with some small modifications.</p><p>Rain: Spot and search checks -4. If thunderstorm Spot , Listen, Search, Survival and many other skills (climb, ride, etc) can be reduced as much as -8. </p><p>If characters remain exposed to weather or wet for protracted period, chance of hypothermia and contracting diseases increase.</p><p></p><p>Ground Fog: 1ft layer of thick fog. overland movement cut 1/2. Anything beyond a single move action must save DC 10 Ref or balance check (you can make the DC higher based on undelying terrain) to avoid falling prone. </p><p></p><p>Thick Fog: visibility is 5 ft.</p><p></p><p>Chilling Mist: thick fog that requires a save every 10 minutes against hypothermia for any unprotected character. (temperature is 0 F) </p><p>Hypothermia: DC 15 +1 per previous check (fort resists)</p><p>1 failed save mild 1d6 nonlethatl plus fatigue </p><p> 2nd failed save moderate- another 1d6 plus exhaustion</p><p> 3rd failed save severe - another 1d6 plus individual is considered disabled.</p><p></p><p>Vampiric Mist: Light mist reduces visibility to 100ft. every hour 25% chance that Thick fog of vampiric mist rolls over the characters. The mist does 1 str damage per round and last 1d4 rounds (mist turns red). DC 14 fort. Gust of Wind and similar spells disperse the mist, mist follows characters, diving underwater prevents draining.</p><p></p><p>Chocking Fog: Horribly smelling light mist. DC 14 every hour or become sickened for one hour.</p></blockquote><p></p>
[QUOTE="Thondor, post: 3888311, member: 31955"] [B]Mist[/B] Mist and fog and even rain can increase the spooky feeling, and distorts sight and sound, making combat or travel much more difficult. It is not unlikely that a sentient Island would have weather control ability, and unique weather phenomenon.There are some special mists suggestions in the Cold Marshes adventure in Dragon 121. Here's the basics with some small modifications. Rain: Spot and search checks -4. If thunderstorm Spot , Listen, Search, Survival and many other skills (climb, ride, etc) can be reduced as much as -8. If characters remain exposed to weather or wet for protracted period, chance of hypothermia and contracting diseases increase. Ground Fog: 1ft layer of thick fog. overland movement cut 1/2. Anything beyond a single move action must save DC 10 Ref or balance check (you can make the DC higher based on undelying terrain) to avoid falling prone. Thick Fog: visibility is 5 ft. Chilling Mist: thick fog that requires a save every 10 minutes against hypothermia for any unprotected character. (temperature is 0 F) Hypothermia: DC 15 +1 per previous check (fort resists) 1 failed save mild 1d6 nonlethatl plus fatigue 2nd failed save moderate- another 1d6 plus exhaustion 3rd failed save severe - another 1d6 plus individual is considered disabled. Vampiric Mist: Light mist reduces visibility to 100ft. every hour 25% chance that Thick fog of vampiric mist rolls over the characters. The mist does 1 str damage per round and last 1d4 rounds (mist turns red). DC 14 fort. Gust of Wind and similar spells disperse the mist, mist follows characters, diving underwater prevents draining. Chocking Fog: Horribly smelling light mist. DC 14 every hour or become sickened for one hour. [/QUOTE]
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