GM Calendar

Taldor:

12th of Erastus:
Description: Fog
Temperature: Moderate
High: 70°F
Low: 53°F
Relative: Normal
Wind Force: Light
Wind Speed: 6 mph
Fog: Whether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance).

Light Wind: A gentle breeze, having little or no game effect.


13th of Erastus:
Description: Windy
Temperature: Moderate
High: 69°F
Low: 55°F
Relative: Normal
Wind Force: Moderate
Wind Speed: 14 mph
Moderate Wind: A steady wind with a 50% chance of extinguishing candles, torches, and similar unprotected flames.


14th of Erastus:
Description: Windy
Temperature: Moderate
High: 75°F
Low: 60°F
Relative: Warmer than normal
Wind Force: Moderate
Wind Speed: 11 mph
Moderate Wind: A steady wind with a 50% chance of extinguishing candles, torches, and similar unprotected flames.


15th of Erastus:
Description: Windy
Temperature: Moderate
High: 72°F
Low: 56°F
Relative: Normal
Wind Force: Moderate
Wind Speed: 12 mph
Moderate Wind: A steady wind with a 50% chance of extinguishing candles, torches, and similar unprotected flames.


16th of Erastus:
Description: Windy
Temperature: Moderate
High: 62°F
Low: 45°F
Relative: Colder than normal
Wind Force: Moderate
Wind Speed: 19 mph
Moderate Wind: A steady wind with a 50% chance of extinguishing candles, torches, and similar unprotected flames.


17th of Erastus:
Description: Hail
Temperature: Moderate
High: 68°F
Low: 58°F
Relative: Normal
Wind Force: Light
Wind Speed: 10 mph
Hail: The sound of falling hail imposes a -4 penalty on Listen checks. Sometimes hail can become large enough to deal 1 point of lethal damage (per storm) to anything in the open.

A day of hail leaves 1d6 inches of loose ice on the ground. It costs 2 squares of movement to enter a hail-covered square.

Light Wind: A gentle breeze, having little or no game effect.


18th of Erastus:
Description: Clear
Temperature: Moderate
High: 78°F
Low: 59°F
Relative: Warmer than normal
Wind Force: Light
Wind Speed: 8 mph
Light Wind: A gentle breeze, having little or no game effect.


19th of Erastus:
Description: Windy
Temperature: Moderate
High: 79°F
Low: 60°F
Relative: Warmer than normal
Wind Force: Moderate
Wind Speed: 16 mph
Moderate Wind: A steady wind with a 50% chance of extinguishing candles, torches, and similar unprotected flames.


Irrisen:

13th of Erastus:
Description: Windy
Temperature: Cold
High: 10°F
Low: -8°F
Relative: Normal
Wind Force: Moderate
Wind Speed: 15 mph
Cold: An unprotected character in cold weather (below 40°F) must make a Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage.

A character who has the Survival skill may receive a bonus on her saving throw and may be able to apply this bonus to other characters as well.

A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.

Nonlethal damage from cold or exposure cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.

Moderate Wind: A steady wind with a 50% chance of extinguishing candles, torches, and similar unprotected flames.


14th of Erastus:
Description: Windy
Temperature: Cold
High: 3°F
Low: -9°F
Relative: Colder than normal
Wind Force: Moderate
Wind Speed: 11 mph
Cold: An unprotected character in cold weather (below 40°F) must make a Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage.

A character who has the Survival skill may receive a bonus on her saving throw and may be able to apply this bonus to other characters as well.

A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.

Nonlethal damage from cold or exposure cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.

Moderate Wind: A steady wind with a 50% chance of extinguishing candles, torches, and similar unprotected flames.


15th of Erastus:
Description: Windy
Temperature: Cold
High: 11°F
Low: -3°F
Relative: Normal
Wind Force: Moderate
Wind Speed: 15 mph
Cold: An unprotected character in cold weather (below 40°F) must make a Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage.

A character who has the Survival skill may receive a bonus on her saving throw and may be able to apply this bonus to other characters as well.

A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.

Nonlethal damage from cold or exposure cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.

Moderate Wind: A steady wind with a 50% chance of extinguishing candles, torches, and similar unprotected flames.


16th of Erastus:
Description: Windy
Temperature: Cold
High: 10°F
Low: -6°F
Relative: Normal
Wind Force: Moderate
Wind Speed: 16 mph
Cold: An unprotected character in cold weather (below 40°F) must make a Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage.

A character who has the Survival skill may receive a bonus on her saving throw and may be able to apply this bonus to other characters as well.

A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.

Nonlethal damage from cold or exposure cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.

Moderate Wind: A steady wind with a 50% chance of extinguishing candles, torches, and similar unprotected flames.


17th of Erastus:
Description: Snowstorm
Temperature: Severe Cold
High: -8°F
Low: -22°F
Relative: Colder than normal
Wind Force: Severe
Wind Speed: 38 mph
Snowstorm: The combined effects of precipitation and wind reduce visibility by three quarters, imposing a -8 penalty on Spot, Search, and Listen checks. Snowstorms make ranged weapon attacks impossible, except for those using siege weapons, which suffer a -4 penalty on attack rolls.

Snowstorms automatically extinguish candles, torches, and similar unprotected flames. They cause protected flames, such as those of lanterns, to dance wildly and have a 50% chance to extinguish these lights.

Creatures must succeed on a DC 15 Fort save or be blown away (Tiny or smaller creatures; knocked prone and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet), knocked down (Small; prone), or checked (Medium; unable to move forward against the force of the wind).

Airborne creatures are instead blown back 2d6 x 10 feet and dealt 2d6 points of nonlethal damage due to battering and buffeting (Small or smaller creatures), blown back 1d6 x 10 feet (Medium), or blown back 1d6 x 5 feet (Large).

In addition, snowstorms leave 1d6 inches of snow on the ground afterward. It costs 2 squares of movement to enter a snow-covered square.

Severe Cold: In conditions of severe cold or exposure (below 0°F), an unprotected character must make a Fortitude save once every 10 minutes, and a protected character must make a Fortitude save once every hour (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save.

A character who has the Survival skill may receive a bonus on her saving throw and may be able to apply this bonus to other characters as well. Characters wearing winter clothing only need check once per hour for cold and exposure damage.

A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.

Nonlethal damage from cold or exposure cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.


18th of Erastus:
Description: Snow
Temperature: Cold
High: 8°F
Low: -3°F
Relative: Normal
Wind Force: Moderate
Wind Speed: 20 mph
Snow: Snow reduces visibility by half, imposing a -4 penalty on Spot and Search checks. It also imposes a -4 penalty on Listen checks and ranged weapon attacks.

A day of snowfall leaves 2d6 inches of snow on the ground. It costs 2 squares of movement to enter a snow-covered square.

Cold: An unprotected character in cold weather (below 40°F) must make a Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage.

A character who has the Survival skill may receive a bonus on her saving throw and may be able to apply this bonus to other characters as well.

A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.

Nonlethal damage from cold or exposure cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.

Moderate Wind: A steady wind with a 50% chance of extinguishing candles, torches, and similar unprotected flames.


19th of Erastus:
Description: Clear
Temperature: Cold
High: 12°F
Low: 0°F
Relative: Normal
Wind Force: Light
Wind Speed: 7 mph
Snow: A day of snowfall leaves 2d6 inches of snow on the ground. It costs 2 squares of movement to enter a snow-covered square.

Cold: An unprotected character in cold weather (below 40°F) must make a Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage.

A character who has the Survival skill may receive a bonus on her saving throw and may be able to apply this bonus to other characters as well.

A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.

Nonlethal damage from cold or exposure cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.

Light Wind: A gentle breeze, having little or no game effect.

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