I wrote this post before we played the last session. Seems a shame not to publish it, even though things took an unexpected turn.
AD&D Wilderness Survival Guide |
While technically a 1e resource, much of the content in the WSG is edition-agnostic... not to mention that many of the bits that aren’t, like encumbrance, are direct predecessors to out-of-the-box rules in 2e. All in all, the WSG provides tons mechanical depth to the perils and nuances of overland adventuring. This is the stuff that turns drab, handwavy periods of travel into immersive, challenging, and memorable game experiences.
Some of the rules dealing with things like being under- or overdressed in extreme temperatures, though useful, are only occasionally relevant, but the weather system presented in the WSG is pretty much always of benefit. Without going into detail on how exactly it works, here’s a look at the weather forecast I used it to predetermine for session #45. This is based on both the general climate (the Frozenfar is considered subarctic), terrain (hills surrounding the mine, forest surrounding Fireshear itself), and time of year (late summer into early fall):
- 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.
This is as far out as I calculated the weather for this session, but it’s easy to see how, depending on timing, the party’s return journey to Fireshear could be impacted. Precipitation is also of particular importance as it relates to the ecosystem of the mountain cave: rainwater flows into the base of the chasm from outside, replacing the stagnant water and washing away rot.
While I’ve always taken weather into account throughout the campaign, the party’s arrival in the Frozenfar escalated the need to track it more closely. The PCs did ride through a snowstorm between Griffon’s Nest and Longsaddle, but that was during the dead of winter, further south. Hopefully this provides some insight on what they can expect in the weeks to come...
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