AD&D Wilderness Survival Guide |
- Day 1: 50 degrees Fahrenheit (high) to 30 degrees Fahrenheit (low); no wind or precipitation. Even during the ninth month of the year, we’re hitting a point below freezing at night. This is something the miners didn’t have to deal with in midsummer; the party, however, finds itself in a situation where at least one campfire is needed, heightening the chances of being noticed from afar (though it’s pretty likely that any local denizens already know they’re here).
- Day 2: 60º F high, 40º F low; no wind and trace levels of rain. With the brief cold spell passing, a more comfortable temperature sets in, though overnight campfires are still desirable for optimal sleep. Small amounts of rain are at worst a nuisance, barely worth mentioning.
- Day 3: 65º F high, 45º F low; light breeze and slightly more rainfall. On the third day, the temperature rises a bit more, but this is offset by more substantial rain with wind. Characters may be less than comfortable if traveling back to Fireshear, or inclined to take shelter within the cave if still working at the mine.
- Day 4: 60º F high, 40º F low; moderate wind. Temperatures remain reasonably comfortable, but the wind is enough to disrupt missile fire at anything but close range (i.e., penalties to attack rolls will be assessed, based on distance).
- Day 5: 35º F high, 15º F low; heavy winds and moderate precipitation... that means SNOW! The first snowfall of the season occurs on an uncharacteristically cold day. Such are the risks of adventuring in the Frozenfar, even at the onset of autumn. If the party is travelling this day, they’ll need to find ways to stay warm and protected from the elements.
- Day 6: 50º F high, 30º F low; moderate rain. The flash snowstorm abates as temperatures rise back toward the seasonal norm. Flurries turn to rain, creating slippery and treacherous travelling conditions in the hills outside Fireshear. Hopefully the party is safely back home by this point.