Posted by gizmomathboy 3/15/2021 7:51 pm | #1 |
So, while I still haven't launched the weather generation app I still use my command line version for me campaign.
One thought occurred to me while determining the random encounters and weather, "How long do the conditions last?"
I ask this because the weather for the day in question is nasty. During the course of the day they will encounter a great white shark and a pirate ship.
However, the weather would make the pirate encounter kinda not viable.
I was thinking that of having the storm last from midnight until 6am or so.
Any thoughts?
weather:
conditions:
base: Rain
effects:
- Missile fire at -2
- -10 MV
temp: 65
wind:
effects:
- '10% chance per hour of 3d4 hp damage, avoidance save negates'
- Sailing movement is doubled
- torn sail and/or fouled rigging
- a man goes overboard
- 'Heavy impact, tumbling waves, foam'
- heavy airborne spray reduces visibility
wind_direction: West
wind_force: strong gale
wind_speed: 54
random_encounters:
- "06-08":
- 1 great white shark
- SZ L MV 0(60 swim) DX 14 AC 4, HD 6 HP 28 ATK 1/1
- DMG 4d8 ML 8 SV 14
- "14-16":
- False Merchant Ship A carrack approaches; CE
- all obvious signs point to this vessel being operated by Merchants (q.v.).
- The usual merchant guards are present on the deck of the ship.
- However, this vessel is a trap by pirates trying to draw in real merchant ships
- Hidden below decks on the false merchant ship are
- 24 0th-level longbowmen with 8ep, led by a fighter.
- There is a magician:
- HP: 9
- class: magician
- name: Xurivun Vheez
- level: 3
- Race: Hyperborean
- Gender: male
- ST: 11
- DX: 14
- CN: 7
- IN: 11
- WS: 11
- CH: 8
- Quarterstaff, dagger, scroll of friends, 2gp
- Spells:
- Magic missile
- shield
- Protection from evil
- Invisibility
- ray of enfeeblement
- The false merchant ship carries no cargo (apart from provisions)
- and no treasure beyond the personal wealth of the mercenaries onboard.