diff --git a/config b/config index 6d6efd8a2056c010a67d20aa92fd0822cb4febc0..c3294d2212f54d66e7f24debceddb214a333ffc3 160000 --- a/config +++ b/config @@ -1 +1 @@ -Subproject commit 6d6efd8a2056c010a67d20aa92fd0822cb4febc0 +Subproject commit c3294d2212f54d66e7f24debceddb214a333ffc3 diff --git a/gm.tex b/gm.tex index a3b3a93a5a1239a7b96785c957a1834f010e10f0..15623e58b61337ca786f552936ec6c828af26833 100644 --- a/gm.tex +++ b/gm.tex @@ -216,7 +216,16 @@ Removing the monster slaying focus should initially demand players spend \glspl{ \textbf{4} & \Hu\ Villager Funeral & \Hu\ $1D6+3$ Paper Guild Nomads selling books & Storm & \A\ Bear & \A\ $1D6+2$ Wolves & \A\ \iftoggle{aif}{Mouthdigger}{Cockatrice} & \A\ Basilisk & \A\ Basilisk \\ \textbf{3} & \Hu\ $1D6+2$ Villagers selling wool & \Hu\ $1D6+3$ \iftoggle{aif}{\glspl{guard}}{Soldiers} & \Hu\ $1D6$ \iftoggle{aif}{\gls{guard} Scouts}{Adventurers} & \Hu\ $1D6$ \iftoggle{aif}{Refugees from destroyed village}{Henchmen leaving a dead adventuring party} & \Hu\ $1D6+4$ Brigands & \Nl\ $1D6+2$ Gnolls & \Hu\ $1D6+4$ Brigands & \El\ $1D6$ Wanderers \\ \hline - \textbf{2} & \Hu\ $2D6$ Pilgrims & \Hu\ Priest of \gls{naturegod} & Breeze & \Hu $1D6+6$ Bandits & \A\ \iftoggle{aif}{Mouthdigger}{Owlbear} & \A\ $1D6$ Griffins & \A Boar & \A\ $1D6$ Griffins \\ + \textbf{2} + & \Hu\ $2D6$ Pilgrims + & \Hu\ Priest of \gls{naturegod} + & Storm + & \Hu $1D6+6$ Bandits + & \A\ \iftoggle{aif}{Mouthdigger}{Owlbear} + & \A\ $1D6$ Griffins + & \A Boar + & \A\ $1D6$ Griffins + \\ \hline \textbf{1} & \Hu\ Travelling Bard & \Hu\ $3D6$ Paper Guild Nomads & \Dw\ $3D6$ \iftoggle{aif}{Sword Guild Nomads}{Soldiers} & \A\ Griffin & \Hu\ $1D6+6$ Bandits & \A\ $1D6$ Griffins & \A\ Deer & \A\ Aurochs \\ \hline @@ -412,6 +421,43 @@ Therefore, groups often cannot band together for safety very often, unless one i However, if two groups meet at night, they will generally expect to spend the night together. There is safety in numbers, and everyone likes to hear new stories by the fireside. +\subsection{The Weather} + +Weather provides an adverse condition which can affect everyone equally -- both \glspl{pc} and \glspl{npc}. + +Broadly speaking, unfavourable weather brings Fatigue, especially to those without the right clothing. +Freezing snow and hailstorms can add complications to any \gls{adventure}, obscuring vision, inflicting \glspl{fatigue} every section of the day, +\footnote{See \autopageref{daytimes} for the day's quadrants.} +and even limiting movement. + +Each weather condition should be given some rating for the \glspl{fatigue} and other conditions. + +Weather-appropriate clothing generally reduces the \glspl{fatigue} suffered by 2.% +\footnote{Characters can purchase this clothing -- see \autopageref{warmClothes}.} + +For example: + +\begin{itemize} + + \item + Snowstorm (3): + Characters suffer 3 \glspl{fatigue} every quarter of the day (or 2 with warm clothing), and suffer a -4 penalty to spotting anything in the distance. + + Every day, travelling distances are reduced by 3 miles (but inflict the same amount of \glspl{fatigue} as ever). + Therefore, a troupe marching 6 miles would normally suffer 6 \glspl{fatigue}, but in this case they would only manage to walk 3 miles. + Of course the snowstorm add an additional 3 \glspl{fatigue}, making 9 in total. + \item + Extreme Heatwave (4): + Characters suffer 4 \glspl{fatigue} in the morning and afternoon, or just 2 with cooler clothes. + Anyone wearing armour is \emph{not} wearing weather-appropriate clothing. + + Of course, this means someone standing around from morning to evening would suffer serious sunburn, doled out as 8 \glspl{fatigue}. + \item + Hailstorm (2): + Everyone suffers 2 \glspl{fatigue} without weather-appropriate clothing, lasts only one scene. + +\end{itemize} + \end{multicols} \section{Side Quests}\label{sidequests}