The Dodson Colony - Exploration Campaign

Propaganda Poster

   FARMERS, LABORERS, EXPLORERS, SOLDIERS, AND SURVEYORS
   =====================================================

                      who desire to

              **EMIGRATE to the DODSON COLONY**

          are informed that arrangements have been made
                for free passage from

                    **From NORTH PORT**

                Early in the Month of April

              Aboard the fine fast luxurious ship

                        **OHANA**
                    berthed in DOCK A1

                   **To DOBSON COLONY**

               ---------------------------
     This superb ship has a most excellent Cabin, a
   spacious Deck and superior Accommodations provided
        to Steerage and Intermediate passengers

               ---------------------------

   It is recommended that Parties availing themselves
   of this opportunity should meet together, as often
    as is practical, for the purpose of acquaintance,
       and for arranging plans for promoting their
                 interests on arrival

               ---------------------------

  DOBSON COLONY, the Sovereign's Jewel in the Eastern
 Continent, is now in a prosperous and most successful
   condition. Holding untold wealth of FRUIT FORESTS,
EXOTIC SPICES, DOCILE GAME, GOLD FIELDS, and SILVER MINES.

  The Colonists and Explorers who have already preceded
 there, without any exception, express themselves highly
  satisfied with the healthful nature of the Climate,
  Freedom, Tolerance across Race or Creed, Minuscule
     Fair taxes and the Richness of the Lands.

               ---------------------------

For further Particulars, apply to FORD JONES, Esq., 41 Silver Lane
       to GIST DOBSON, SG., 23 Ministers Row
   to ANDREWS & FLAC HOLDINGS , 10 East Wall street

What?

This is a hex crawl / west march style game focused on exploration.

Who?

The player characters comprise a bunch of explorers, scholars, soldiers, missionaries, and colonists recruited by the Sovereign's people to explore a strange new Eastern Continent, beneath the Rising Sun.

Why?

There are lots of reasons for a character to come here. Seeking fortune or glory. Love of exploration and discovery. Leaving a past behind. Spreading the religion or influence of the Sovereign to a new land.

Where?

The Dodson Colony is at the south end of an island nestled in a harbor protected by a reef of barrier islands along the western shore of the new continent. It is little more than a fort with a dozen long houses and other buildings. It has a motte and bailey keep, making use of the natural palisades along the south western side of the island, that is still under construction with its own inner moat and wall. The outer wall surrounding the buildings is made from local timber with 2 gate houses one to the north toward the islands natural harbor and one to the east toward the farm land, forest, islands and continent beyond.

This will be the character's main base of operation. The colony offers supplies, safety, trade and communication with the homeland.

Session 0

Session 0.1 - Character Generation

  1. What kind of person would respond to that poster?
    1. Are you going Willingly, reluctantly, by force?
  2. Why would they bring you to this colony?
  3. Do you know anyone who was in the 1st group of colonists?
  4. What do you think of the 1st group of colonists?
    1. Do you wish you were one of them?
  5. What part of the colony most appeals to you?
  6. What part of the colony concerns you the most?
  7. How early did your character decide to go?
    1. On first hearing of it?
    2. Last minute?
  8. Did you attend any meeting of colonists before leaving?
    1. Did you arrange meetings?

Races

As normal in the 5e house rules.

Backgrounds

You are a long way from the support systems provided by your background. Some of the experience will be very welcome here, others are here because they were trying to get rid of you, maybe both.

While in the new lands your Background Feature will NOT come into play. While in the colony instead you will have access to a group patron that will grant benefits based on your Renown with the Dodson Colony.

Consider one of these colonist Traits, Ideals, Bonds or Flaws.

Alternative Colonist Personality Traits

  1. Hero Worshiper. I idolize a particular hero, and constantly refer to that person’s deeds and example.
  2. Peacemaker. I can find common ground with my fiercest enemies, empathizing with them and always working toward peace.
  3. Superstitious. Everything is an omen and I am constantly performing rituals small or large
  4. Optimistic. Nothing can shake my enthusiasm for the new colony. It will be great.
  5. Curious I have a fascination with cataloging ___, The new land offers new opportunities
  6. Questioning I am constantly trying to better understand peoples' meaning
  7. Bon Vivant. I’ve enjoyed fine food, drink, and high society. Rough living grates on me.
  8. Sheltered I have little experience outside of my tight knit community
  9. Wanderlust. The next hill always calls to me
  10. Malcontent. I despise my homeland, surely this new land will be better
  11. Talkative. I will talk for hours about my favorite topic
  12. Stoic I don't share my feelings freely, and find those that do odd.

Alternative Colonist Ideals

  1. Tradition. The ancient traditions of our culture, law and religion must be preserved and upheld, in the new land. (Lawful)
  2. Equality. As we form this colony, no one should get preferential treatment from our law or is above our law. (Lawful)
  3. Greed. The riches of this new land are mine for the taking. (Evil)
  4. Might. The strongest are meant to rule the weaker. (Evil)
  5. Generosity. This new land is a new opportunity to share what we have. (Good)
  6. Community It is each person's responsibility to make the most happiness for the whole colony. (Good)
  7. Freedom. Everyone should be free to pursue their ambitions. (Chaotic)
  8. Nature. The wilds of nature are more important than the constructs of civilization. (Chaotic)
  9. People. I am loyal to the people around me. Not to lofty ideals. (Neutral)
  10. Independence Live and let live. (Neutral)
  11. Aspiration. I am determined to make the most of the new colony. (Any)
  12. Knowledge. This new land offers so much new information to learn. (Any)

Alternative Colonist Bonds

  1. Relic Hunter I believe there is a specific artifact in this new land, I am here to find it.
  2. Revenge A powerful corrupt individual has wronged me. I have escaped their influence, but when I am strong enough, I will get revenge.
  3. Life Debt. I owe my life to someone. They have sent (or brought) me here.
  4. People. Everything I do is for the common people.
  5. Protector I will protect the colony or some important portion by any means necessary.
  6. Preservation I brought something with me to keep it safe from those who would destroy it.
  7. Missionary I believe there are people in this new land, and I am called to show them the way.
  8. Family I left a people behind, I am here to give them a better life there.
  9. Fortune I am here to find my fortune. I have exhausted all avenues at home.
  10. Persecuted I left the old world because other's like me are persecuted there.
  11. Monitor I am concerned the colony spits in the face of the natural order, I am here to make sure it doesn't overstep.
  12. Discovery I only feel alive when I discover something new.

Alternative Colonist Flaws

Overly-

  1. Stubborn. Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
  2. Proud. I often overestimate my abilities
  3. Despondent I believe we are doomed, so won't waste time trying
  4. Impulsive. I am quick to act often before before information becomes available or in opposition to it
  5. Suspicious. I am suspicious of strangers and expect the worst of them.
  6. Degenerate. I easily give into physical temptation of all kinds
  7. Gossipy. I delight sharing the private information of others, true or otherwise.
  8. Righteous. I have no compassion for the smallest failings and will often call others out
  9. Blunt. I often speak without considering the ramifications for others or myself.
  10. Charitable. I often give away what I have to the detriment of others around me.
  11. Humble. I will not speak up when I know I can help
  12. Diligent. I am obsessed with productivity often not appreciating life or other's contributions.

Classes

Uncommon

Banned

Spells

All Spells including Teleport, Teleportation circle, Scrying, etc have a limit on their range similar to VHF radio propagation, the Horizon. Wizard towers are often built tall for this reason and spell magic has no hope of crossing the sea.

The Home Land

You are from Aethalond. One of the great powers of the Western World. Instead of Common you know Aethalond. Each of the great powers has their own language, leaders, and culture. Most of this is unimportant for this campaign setting. For simplicity the standard DnD Languages correspond to different powers. You will start knowing the old world variant of the language. the Eastern continent version may have nothing in common with it.

Aethalond is a Magocracy led by the Dynasty of Sovereigns and a powerful group of barons (all powerful sorcerers and wizards). North Port is not the capital, but is a great city of crystal towers, but your characters have probably never seen outside of the smokey shadowy valleys between them.

Standard Languages

Great Power DnD Language
Aethalond Common
Cypeard Dwarven
Goguk Elvish
Norgehjem Giant
Passcas Gnomish
Terradimorra Goblin/Orc
Watan Halfling

Exotic Languages

Religion

All the great powers follow the same religion and calendar. Though there are many disagreements about theological details of the relationships of the Seven.

Calendar

The game starts in April of the year 2769.

Week Su M T W Ch Fr As Week Su M T W Ch Fr As Week Su M T W Ch Fr As
April August November
1 Spring 1@ 2 3 4 5 6 7 19 15 16 17 18 19 20 21 35 15 16 17 18 19 20 21
2 8 9 10 11 12 13 14 20 22 23 24 25 26 27 28 36 22 23 24 25 26@ 27 28
3 15 16 17 18 19 20 21 Hexember December
4 22 23 24 25 26 27 28 21 1 2 3 4 5 6 7 37 1 2 3 4 5 6 7
May 22 8 9 10 11 12 13 14 38 8 9 10 11 12 13 14
5 1 2 3 4 5 6@ 7 23 15 16 17 18 19 20 21 39 15 16 17 18 19 20 21
6 8 9 10 11 12 13 14 24 22 23 24 25 26 27 28 40 Winter 22 23 24 25@ 26 27 28
7 15 16 17 18 19 20 21 September January
8 22 23 24 25 26 27 28 25 1 2 3 4 5 6 7 41 1 2 3 4 5 6 7
June 26 8 9 10 11 12 13 14 42 8 9 10 11 12 13 14
9 1 2 3 4 5 6 7 27 Fall 15 16 17 18 19 20 21@ 43 15 16 17 18 19 20 21
10 8 9 10 11 12 13 14 28 22 23 24 25 26 27 28 44 22 23 24 25 26 27 28
11 15 16 17 18 19 20 21 October February
12 22 23 24 25 26 27 28 29 1 2 3 4 5 6 7 45 1 2 3 4 5 6 7
July 30 8 9 10 11 12 13 14 46 8 9 10 11 12 13 14
13 1 2 3 4 5 6 7 31 15 16 17 18 19 20 21 47 15 16 17 18 19 20 21
14 Summer 8 9 10@ 11 12 13 14 32 22 23@ 24 25 26 27 28 48 22 23 24 25 26 27 28
15 15 16 17 18 19 20 21 November March
16 22 23 24 25 26 27 28 33 1 2 3 4 5 6 7 49 1 2 3 4 5 6 7
August 34 8 9 10 11 12 13 14 50 8 9 10 11 12 13 14
17 1 2 3 4 5 6 7 51 15 16 17 18 19 20 21
18 8 9 10 11 12 13 14 52 22 23 24 25 26 27 28

Days of the Week

Holidays

Maiden's Day (April 1)
Near Spring equinox
Ends the March month long period dedicated to fasting and purity (Maidenfast)
Marks the official start of spring,
A major religious and family holiday involving meals and traditions.
A popular day dedicated to romance and showing affection.
Marks the end of one year and the start of another.
Mother's Day(May 6)
Honoring Mothers
Giving thanks for mothers and the fertility of the earth
Veteran's Day (July 10)
Near Summer Solstice
Marks the official start of summer and honors the Soldier.
The safety provided
And remembrance of the lost
Crone's mass (September 21)
Near Fall Equinox
Seen as the final summer holiday
A day celebrating balance and wisdom. as the day in balanced with night so should the minds and actions be tempered
Honor's the oldest and wisest in the community
Day of the Dead (October 23)
Believed the veil between the world of the living and dead is far thinner than any other day
Many traditions are practiced to keep evil spirits away
Highly popular for costumes, candy, and community festivities.
Labor Day (November 26)
A Harvest Festival
Giving thanks for fruits of a year's work and a time for relaxation.
A top favorite, emphasizing family gatherings and food.
Yule Tide (December 17)
Winter Solstice
A top favorite, emphasizing gatherings, food, and gift giving.
The father judges children as wicked or just and leaves them deserved presents
The last celebration through the long dark cold winter months until Maiden's Day

Pre-generated characters

Ivan Reinson

Orc(Medium Humanoid) / Soldier / Fighter

Hired as a guard for the colony, the dutiful Ivan is a powerful honor driven soldier. Ivan had little holding him to the old world and a duty in the new one.

STR DEX CON INT WIS CHA
16(+3) 8(-1) 16(+3) 10(0) 13(+1) 12(+1)
Features
Menacing, Relentless Endurance, Savage Attacks
Fighting Style(Dueling), Second Wind
Equipment
100 sp in a pouch
Infantry Insignia
broken blade
deck of cards
common clothes
chain mail, shield
long sword
2 hand axes
explorer's pack
Long Sword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8+5 slashing damage
Long Sword Lunge
Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 1d6+5 piercing damage
Hand Ax Thrown
Ranged Weapon Attack: +5 to hit, range 20/60, one target.
Hit: 1d6+3 slashing damage

Gethel Greycastle

Dwarf, Hill(Medium Humanoid) / Acolyte / Warrior Monk

Raised in a religious clan, Gethel has always been drawn to the mysteries or the divine. Gethel now hopes to share the Faith of the Seven with those who will listen in the new colony and beyond.

STR DEX CON INT WIS CHA
15(+2) 10(0) 14(+2) 8(-1) 16(+3) 12(+1)
Features
Dwarven Resilience, Dwarven Combat Training, Stone Cutting
Dwarven Toughness
Self Defense, Channel(Divine Sense & Lay On Hands)
Expertise (TBD)
Equipment
100 sp in a pouch
A holy symbol
A prayer book
5 sticks of incense
vestments
common clothes
scale mail, shield
warhammer
5 javelins
explorer's pack
Warhammer
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d8+2 bludgeoning damage
Primeval Awareness
uses 1 Ki to detect direction of creature type out 1 hex
Lay On Hands
1 Ki = restores 5 HP
1 Ki = cures 1 disease or poison

Percy Rowanson

Halfling, Lightfoot(Small Humanoid) / Urchin / Rogue

Percy has always craved adventure, and a life away from the poor street of the city. Hopefully the colony will offer that.

STR DEX CON INT WIS CHA
8(-1) 16(+3) 14(+2) 15(+2) 12(+1) 10(0)
Features
Lucky, Brave, Halfling Nimbleness
Naturally Stealthy
Expertise, Sneak Attack(+1d6)
Equipment
100 sp in a pouch
a small knife
An old key from Percy's parents
common clothes
explorer's pack
Leather Armor, thieves' tools
2 daggers
short sword
short bow w/ 20 arrows
Short Sword
Melee Weapon Attack: +X to hit, reach 5 ft., one target.
Hit: 1d6+3 piercing damage + Sneak Attack
Short Bow
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target.
Hit: 1d6+3 piercing damage + Sneak Attack
Dagger
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target.
Hit: 1d4+3 piercing damage + Sneak Attack
Dagger, Off hand
uses Bonus action, can't use with light crossbow
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target.
Hit: 1d4 piercing damage + Sneak Attack

Glim Breenason

Gnome, Forest(Small Humanoid) / Sage, Discredited Academic / Wizard

After being laughed out of every reputable academic institution under sovereign control, Glim is hoping to start a new life as a field researcher away from the humiliation.

STR DEX CON INT WIS CHA
10(0) 14(+2) 14(+2) 17(+3) 8(-1) 12(+1)
Features
Gnome Cunning
Natural Illusionist, Speak with Small Beasts
Arcane Recovery
Equipment
100 sp in a pouch
A bottle of black ink and quill
A small knife
A letter from a colleague about your wild theory
common clothes
explorer's pack
a dagger
component pouch
a spellbook
Spells
Ability: Intelligence, Attack: +5, Save DC: 13
Slots 1st: 2
Minor Illusion
Prestidigitation, Fire Bolt, Mage Hand
Spellbook: Mage Armor, Magic Missile, Sleep, False Life, Detect Magic, Find Familiar
Prepared: 4: Mage Armor, Magic Missile, False Life, Detect Magic
Fire Bolt (V,S)
Ranged Magic Attack: +5 to hit, range 120, one target.
Hit: 1d10 Fire damage
False Life (V,S,M)
uses a 1st level spell slot
gain 1d4+4 Temporary HP for 1 hour
Dagger
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60, one target.
Hit: 1d4+2 piercing damage

Fenris Felson

Elf, Aasimar(Medium Humanoid) / Charlatan / Sorcerer, Psionic Origin

Fenris was just a simple hustler who scam the wrong noble. Given the option of going to the colony as a laborer or losing his hand, Fenris chose the colony. However shortly after arriving on the new shore, Fenris fell ill, awakening with an array of unexplained new psychic powers. Is this divine retribution, does it have something to new with this place, or is it just coincidence?

STR DEX CON INT WIS CHA
10(0) 16(+3) 12(+1) 8(-1) 13(+1) 16(+3)
Features
Keen Senses, Fey Ancestry, Trance
Celestial Legacy(Thaumaturgy)
Equipment
150 sp in a pouch
disguise kit
a deck of marked cards
fine clothes
explorer's pack
arcane focus orb
a light crossbow with 20 bolts
2 daggers
Spells
Ability: Charisma, Attack: +5, Save DC: 13
Slots 1st: 2
Thaumaturgy
Vicious Mockery, Chill Touch , Mage Hand, Friends
Mage Armor, Sleep
Chill Touch (V,S)
Ranged Magic Psionic Attack: +5 to hit, range 120, one target.
Hit: 1d8 Psychic Necrotic damage + can't heal for 1 round, if undead get disadvantage on attack rolls
Vicious Mockery (V)
Ranged Magic Psionic Attack: Wis vs DC 13, range 60 ft., one target.
Hit: 1d4 Psychic damage + disadvantage on next attack roll
Light crossbow
Ranged Weapon Attack: +5 to hit, range 80/320, one target.
Hit: 1d8+3 piercing damage
Dagger
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target.
Hit: 1d4+2 piercing damage
Dagger, Off hand
uses Bonus action, can't use with light crossbow
Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target.
Hit: 1d4 piercing damage

Session 0.2 - Hillfolk/Dramasystem interdependency links

Session 0.9 - Prelude: The Past

Session 0.91 - Prelude: North Port

Session 0.92 - Prelude: 1000 Leagues aboard the Ohana

Session 1 - Welcome to Dodson Colony

Some names

Game Play Loop

  1. Choose a quest from the colony
  2. Explore the country side to get to the quest
    1. Assemble a team to travel
    2. Choose roles and travel order
    3. Get supplies
      1. quick encumbrance check
    4. Don't get lost.
    5. There will be an encounter on most every space.
  3. Complete the quest
  4. Travel back to the colony
    1. Quick encumbrance and supplies check
    2. Same as above
  5. Rest and resupply
  6. Make use of XP and Treasure from completing the quest
    1. Buy new Equipment
    2. Level up
    3. this may change the quests available
  7. Use those new abilities to get you next quest.

Exploration Rules

Exploration Party Roles

Hex Exploration Map

adjacent hexes are 1 league (3 miles) center to center.

Hex Type To Enter Visibility Lost DC Weather Mod Forage DC
Arctic 2 hr* 1 league 18 -15 18
Badlands 4 hr 1 league 15 15
Coastal 2 hr 1 league 5 12
Desert 4 hr 1 league 18 20
Farmland 1 hr 1 league 10 *
Forest 4 hr Varies 15 12
Grassland 2 hr 1 league 12 -10 12
Hills 2 hr 3 leagues 12 15
Mountains 8 hr 6 leagues 10 15
Swamp 6 hr 1 league 15 12
Urban 1 hr Varies 10 *
Along a Road 1 hr 1 leagues 5 N/A
Across a River Varies N/A N/A
Deep Water
Swim 8 hr* None 18 20
Rowboat 2 hr 2 leagues 18 15
Shallows
Swim 4 hr* Varies 10 15
Rowboat 1 hr 1 league 10 15

Random Direction

1d8 Direction
1 North
2 North East
3 East
4 South East
5 South
6 South West
7 West
8 North West

Exploration Actions

The Exploration Adventuring Day

Possible Schedule

Daily supplies

Item Qty. Cost
Rations 2lb 5sp
Water 5lb 0
Oil 1lb 1sp
Totals 7lb 6sp

Campfires

Campfires can be pretty easily maintained from gathered wood in a forested environment.

Otherwise every 10lbs of firewood burns for 1 hour. Providing bright light in a 60 foot radius and dim light for an additional 60 feet.

Resting Rules

Short Rest

A short rest is a period of downtime, at least 1 hour long, during which a character must eat/drink at least 1/3 of a ration does nothing more strenuous than eating, drinking, reading, and tending to wounds.

A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number of Hit Dice, which is equal to the character's level. For each Hit Die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a Nights or Long Rest, as explained below.

A character can't benefit from more than 2 Shorts Rest before taking a Nights or Long Rest.

Nights Rest

A Nights rest is a period of extended downtime, at least 8 hours long, during which a character must eat/drink at least 1/3 of a ration, sleep and may performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity--at least 1 hour of walking, fighting, casting spells, or similar adventuring activity--the characters must begin the rest again to gain any benefit from it.

A character can't benefit from more than one Nights Rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.

At the end of a Nights Rest, a character regains anything that would be recovered at a Short Rest is recovered on a Nights rest.

Additionally
All characters heal 1/10th of their maximum hit point pool, Minimum 1.
All characters recovers 1 Hit Dice, and they may use it immediately as part of the Nights Rest.
Sorcerers regain up to half their Sorcery Points
Warrior Monks recover 2 more Ki than the normal short rest amount
Wizards refresh Arcane Recovery, and if they have not already used an Arcane Recovery as part of this Nights Rest they may use it immediately.
For example a Wizard starting the Nights Rest without having used Arcane Recovery may use up the previous Arcane Recovery, and will end the rest with their Arcane recovery refreshed, but cannot use that one until a later short rest.

Long Rest

A Long Rest is a Nights Rest taken in the colony or 3 consecutive days of undisturbed non-strenuous Nights Rests.

At the end of a long rest, a character regains all lost hit points. The character also regains all spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.

Weather Roll

Base Temp at Dodson Colony 60 F

Week Modifier

Week T Week T Week T
April August November
1 Spring -12 19 +25 35 -12
2 -9 20 +24 36 -14
3 -6 Hexember December
4 -3 21 +23 37 -17
May 22 +22 38 -19
5 0 23 +21 39 -21
6 +3 24 +19 40 Winter -22
7 +6 September January
8 +9 25 +17 41 -23
June 26 +14 42 -24
9 +12 27 Fall +12 43 -25
10 +14 28 +9 44 -25
11 +17 October February
12 +19 29 +6 45 -25
July 30 +3 46 -24
13 +21 31 0 47 -23
14 Summer +22 32 -3 48 -22
15 +23 November March
16 +24 33 -6 49 -21
August 34 -9 50 -19
17 +25 51 -17
18 +25 52 -14

Half Week modifier for Coastal and Ocean Spaces.

ToD Modifier

Roll weather for night and next day at sunset (start of Night's Rest) and apply the TOD shifts to the single roll

Time Temp Desert Arctic
02:00-06:00 -5 0 -20
06:00-10:00 +5 +20 0
10:00-14:00 +10 +30 +10
14:00-18:00 +5 +20 0
18:00-22:00 -5 0 -20
22:00-02:00 -10 -10 -30

Random

3d6 Temperature
3 -40 degrees
4 -30 degrees
5 -20 degrees
6 -10 degrees
7 -5 degrees
8-13 Normal
14 +5 degrees
15 +10 degrees
16 +20 degrees
17 +30 degrees
18 +40 degrees

Wind and Precipitation

1d10 Direction Intensity Wind/Precipitation
1 North Still
2 North East Calm
3 East Calm
4 South East Calm
5 South Calm
6 South West Calm
7 West Light (Wind Only)
8 North West Light
9 Prevailing Light
10 Alternate Strong/Heavy (p69)

Quick Weather

2d6 Weather
1- Extreme Cold (p68)
2 Very Cold
3 Cold
4 Snow(25% Heavy)
5 Sleet(25% Heavy)
6 Rain/Fog(25% Heavy)
7 Cool
8 Comfortable
9 Warm
10 Dry
11 Hot
12 Sweltering
13+ Extreme Heat (p68)
Weather Fronts

A front rolls thru every 2 to 7 days so a simply: - 1 in 20 chance every 6th of a day works - 1 in 6 chance every day

XP per Encounter