Thursday, February 22, 2024

The Map So Far...

 This is how much of the map we have explored as of 8-14-1143 (Fig's mysterious meeting at the Black Altar in Serenity Park is on this day).


North is up.  Each Hex is 2 miles.

The Red Dot is a Fairy Grotto where we found Bittersweet Belladonna.

The Yellow Dot is a Bandits' Cabin where loot was hidden in the well.

The Purple Dot is the Crypt of Benton Bookbinder.


Friday, February 9, 2024

Weather!

 I finally figured out a way to actually USE weather!

So far, Weather has pretty much only been a slight flavor in our game.  But I have this neat idea about situations where...we're being chased through a Dungeon by a horde of monsters, but can't leave because of the violent storm outside!  Things like that!  

Let's be honest, if its a Hard Rain, or a Horrible Heat, or Sizable Snowfall, then we should NOT be able to move our entire movement rate.

First, let me show the Weather Chart I've been using.



Now, as you can see, you roll 2d6 to determine the weather for the 1st day, then roll 2d6 every following day to determine how the weather changes.  If your roll determines that you fall off the board you wrap around to the far side of that row or column (if took me a while to figure that out).  Unless there is a wall to block you, then the weather remains the same.

So, if you look at the Spring configuration, you see the Hot & Dry hex in the Bottom-Left Point.  From here, you can see the arrows I've made to demonstrate the wrap-around feature.  Now you see the line to the bottom left, this is a wall prohibiting the wrap-around.

Also observe that this Hex has an "!" to indicate harsh weather.  Throughout the charts, you will see that some hexes have a double "!!", indicating even worse conditions!

It is my opinion that these should affect movement rates.  More than that, rain and fog should likewise affect missile fire.  And other types of weather may cause other affects, but I wasn't sure how to implement it.

Until now!  While randomly flipping through the Advanced Labyrinth Lord book, I happened upon the expanded Magic User Spell List where I found the spell Control Weather.

As stated, the Control Weather Spell allows the Wizard to change the Weather.  There is also a (less potent) version of this spell available to Clerics and Druids, but they don't seem to have as much control as Wizards do.

A Wizard who casts Control Weather can affect the environment thus:


I think we'll try to implement some Weather Effects based on this chart.  Any Weather Hex with a single "!" is Heavy Weather and cuts all overland movement in Half!  Any Weather Hex with a double "!!" is too extreme and travel is NOT possible that day!

Tornadoes usually happen in the Spring and Summer, but I don't want to deal with those for now.  In future we may, I'm thinking any Spring or Summer hex with Rain/Storm or Wind and a "!" could instigate a die roll to determine the possibility of a Tornado...  But for now, don't worry about it.

I expect to finish this campaign before (in-game) Winter.  If I'm wrong, I'll devise some rule about how long Snow sticks around causing a movement penalty.

I am open for Comments, Questions, Suggestions, & Feedback!