I have an idea for a campaign for my Party [They are fine with Homebrew. So, that won't be a problem].
The final boss of the campaign will have the power to generate a hurricane-like storm once its true power is awakened. The idea is that this storm will begin as a strong wind storm. However, if left alone, this storm can grow up to a Category 5 hurricane.
So far, the only thing I could think of that could work is that the Party will need to make Acrobatic/Athletic Checks. This is to prevent being knocked prone from the strong winds. Moreover, if the Party is in combat with anything, they will need to make this Check at the start of their turn. The Party can prevent this check by using any means that can reduce the wind speed on them. As an example, going indoors or using any magic that can effect the weather [Using a magic that can change the weather will work, however, it will only reset the 'Hurricane Timer' back to a simple storm.]. Moreover, while in the hurricane, creature's sight will also be reduced. The worse the storm is, the worse their sight becomes.
Does this sound fine? Potentially too annoying? Should I add anything else to make it more 'hurricane-like' [I'm not sure what the rain downpour should do if anything]? I'm looking for any form of feedback. I'm trying to make this hurricane be a main problem (and slightly annoying) the Party needs to deal with [finding the final boss who is creating and strengthening it], but not too annoying or unfair that it makes this part of the Campaign not fun.
I used it to create a table that is based on Speed (the standard Speed of 30 for most PCs works out to 3.4 miles per hour) that impacts movement, flight, accuracy, and more.
You probably don't want to go into the detail I do, but as the windspeed increases (typically every other turn) begin reducing speed, and by Beaufort 7, they are at disadvantage, and by Beaufort 9, they aren't going to be using any thrown or ranged weapons (though magic might still work).
The other thing to take awareness of is that it isn't so much the wind and rain that is a problem (and those are two different effects -- wind is one, rain is another), it is all the stuff that is sitting around, because by Beaufort 12, everything is moving, and fast enough to essentially be causing damage and making direct combat impossible.
There is a similar table that adds in the effects on water, too, btw.
Rollback Post to RevisionRollBack
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
the air Devastation Orb which is a save or small amount of damage each turn in the wind
gust of wind which creates a pushing line that slows movement in a way that stacks with difficult terrain and requires a save or be pushed back in the direction it's going.
storm of vengeance which in includes hail, lightning and acid rain with a clear progression
Warding Wind which deafens, gives disadvantage on ranged attacks and creates difficult terrain
control winds which can create down drafts with a strength save that knocks flying enemies prone
You can combine them how you want .
You could run it on a map to make a kind of wind maze where every where not in cover they save or take damage and maybe some areas or turns push players around as well the goal being to get through the obstacles safely.
You could run it as an ambient effect which changes other things you are running. For example the wind requires saves when flying, ranged attacks have disadvantage, everyone is deafened and you can't use gases.
As for keeping the boss combat fun you can either put the boss in an eye of he storm which make it normal or take into account these effects in his challenge so that players can still hit. Personally i think it's a good idea to only run easy combats in extreme weather like that to let the weather itself be the challenge.
What I might try, though it could easily be a disaster. Start of your turn you make a str save. On a fail, you are pushed something like 1d6 squares in a random direction (which can sometimes work for or against you, but either way, its forced movement, so at least no OAs.). Success, you can move as normal. I'd also say all ranged attacks are at disadvantage, even magical ones, as it's tough to aim when you're soaking wet, getting buffeted by winds and there's detritus flinging all around the place. The check also applies to any minions the big bad might have. Depending on party composition, it could be pretty punishing. I'd think str-based melee types will probably make their save, but if you've got a swashbuckler rogue or something, they could have some problems. I do like the above ideas of having some places where you can get some cover. Giant boulders or something that's not moving. They might give you a break from getting pushed around for the round you are adjacent to one.
Then, if you want to amp up the difficulty, maybe after a round or two, everyone starts taking some bludgeoning and/or cold damage, (level appropriate) as the crap flying around starts hitting them and the wind and rain start to chill them. I'd just apply it every round, like an aura.
Also, depending on how high level the party is, Control Weather is an 8th level spell that seems tailor made for this, though it does take a long time (1d4x10 minutes) for it to take effect. And even if the party doesn't have it, you might base the BBEG power on it.
No running - everything is 'difficult terrain', and even if you're usually not affected by that, you are now, because unless you're constantly leaning against the wind, you go flying
Various actions - such as combat - require dex saves, or you lose your footing and go flying
Other things go flying, all the time - to avoid random debris, roll a save to avoid damage (maybe make it perception based, to avoid dex vs everything)
Then, you can do stuff to improve your chances - use magic that counters the wind, tie everyone together (advantage on saves, maybe?), wildshape into a rhino or elephant =)
This could be an incredibly great encounter, but ... I'd say the chances the players are properly prepared are slim, so maybe have them 'lose' the first time - or experience it from a distance, or some such - so they have time to come up with clever counters. Or have them visit places that have been hit by the hurricane, and levelled by it.
Rollback Post to RevisionRollBack
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Why does this happen. I tell myself not to start any new projects, and then someone comes along and asks this sort of question, and then there's 4 pages already on the go in Homebrewery...
I've opted to use the wind speeds mentioned above, and I'm making rules for flying in such conditions, which includes using magic items. I will need to introduce debris and such as well...
Why does this happen. I tell myself not to start any new projects, and then someone comes along and asks this sort of question, and then there's 4 pages already on the go in Homebrewery...
I've opted to use the wind speeds mentioned above, and I'm making rules for flying in such conditions, which includes using magic items. I will need to introduce debris and such as well...
Don't forget the impact of and variable intensity of precipitation and temperature, duration of a given storm, build up time for a storm, and the variable effects of a storm.
This is a quick pull of what I did in my next campaign -- https://www.wyrlde.com/codex/weather/ -- but I note that I have some oddities going on and this was basically a direct c/p.
I've been using he NOAA Beaufort scale for like 20 years, and I change my mind about how it impacts things based on the setting's underling rules.
Good luck and success to your efforts.
Rollback Post to RevisionRollBack
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Thank you everyone for your inputs. I'll see about creating a combination of all that was mentioned. While also leaving out any things if necessary in case it feels like too much.
Concerning hurricanes, just reinforcing the notion that the greatest danger to the characters will likely be random debris flying around at deadly velocities. Thinking as a character under these conditions, I for one would not be concerned with engaging in open ground combat; not when trees are blowing down, and I might be decapitated by a random slate roofing tile spinning toward me at 100MPH.
Same for storm surges. . . Screw the bad guy, I'm gonna seek shelter and safety. Let the bad guy perish in the storm without my help. Look for the bad guy, or their body, after the storm has wound down.
Perhaps that's putting too much realism into your game, but that's where my thinking leads me as a player.
{Edit:} I suppose if the bad guy is causing this storm, then the bad guy could theoretically protect themselves from the damage caused by that hurricane [The eye follows the movements of the caster, and is more or less centered on that caster] . If one must get to the BBEG during this storm, then perhaps by underground means? Of course then flooding may make that access route unusable.
I have an idea for a campaign for my Party [They are fine with Homebrew. So, that won't be a problem].
The final boss of the campaign will have the power to generate a hurricane-like storm once its true power is awakened. The idea is that this storm will begin as a strong wind storm. However, if left alone, this storm can grow up to a Category 5 hurricane.
So far, the only thing I could think of that could work is that the Party will need to make Acrobatic/Athletic Checks. This is to prevent being knocked prone from the strong winds. Moreover, if the Party is in combat with anything, they will need to make this Check at the start of their turn. The Party can prevent this check by using any means that can reduce the wind speed on them. As an example, going indoors or using any magic that can effect the weather [Using a magic that can change the weather will work, however, it will only reset the 'Hurricane Timer' back to a simple storm.]. Moreover, while in the hurricane, creature's sight will also be reduced. The worse the storm is, the worse their sight becomes.
Does this sound fine? Potentially too annoying? Should I add anything else to make it more 'hurricane-like' [I'm not sure what the rain downpour should do if anything]? I'm looking for any form of feedback. I'm trying to make this hurricane be a main problem (and slightly annoying) the Party needs to deal with [finding the final boss who is creating and strengthening it], but not too annoying or unfair that it makes this part of the Campaign not fun.
So, before I toss all my suggestions at you, lol, are looking to create something yourself or to get something?
Allow me to direct your attention to the standard windspeed chart, lol: https://www.weather.gov/media/pqr/wind/wind.pdf
I used it to create a table that is based on Speed (the standard Speed of 30 for most PCs works out to 3.4 miles per hour) that impacts movement, flight, accuracy, and more.
You probably don't want to go into the detail I do, but as the windspeed increases (typically every other turn) begin reducing speed, and by Beaufort 7, they are at disadvantage, and by Beaufort 9, they aren't going to be using any thrown or ranged weapons (though magic might still work).
The other thing to take awareness of is that it isn't so much the wind and rain that is a problem (and those are two different effects -- wind is one, rain is another), it is all the stuff that is sitting around, because by Beaufort 12, everything is moving, and fast enough to essentially be causing damage and making direct combat impossible.
There is a similar table that adds in the effects on water, too, btw.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
oh this is a brilliant idea
There are effects like:
You can combine them how you want .
As for keeping the boss combat fun you can either put the boss in an eye of he storm which make it normal or take into account these effects in his challenge so that players can still hit. Personally i think it's a good idea to only run easy combats in extreme weather like that to let the weather itself be the challenge.
What I might try, though it could easily be a disaster. Start of your turn you make a str save. On a fail, you are pushed something like 1d6 squares in a random direction (which can sometimes work for or against you, but either way, its forced movement, so at least no OAs.). Success, you can move as normal. I'd also say all ranged attacks are at disadvantage, even magical ones, as it's tough to aim when you're soaking wet, getting buffeted by winds and there's detritus flinging all around the place. The check also applies to any minions the big bad might have. Depending on party composition, it could be pretty punishing. I'd think str-based melee types will probably make their save, but if you've got a swashbuckler rogue or something, they could have some problems. I do like the above ideas of having some places where you can get some cover. Giant boulders or something that's not moving. They might give you a break from getting pushed around for the round you are adjacent to one.
Then, if you want to amp up the difficulty, maybe after a round or two, everyone starts taking some bludgeoning and/or cold damage, (level appropriate) as the crap flying around starts hitting them and the wind and rain start to chill them. I'd just apply it every round, like an aura.
Also, depending on how high level the party is, Control Weather is an 8th level spell that seems tailor made for this, though it does take a long time (1d4x10 minutes) for it to take effect. And even if the party doesn't have it, you might base the BBEG power on it.
Hm.
I'd go with:
This could be an incredibly great encounter, but ... I'd say the chances the players are properly prepared are slim, so maybe have them 'lose' the first time - or experience it from a distance, or some such - so they have time to come up with clever counters. Or have them visit places that have been hit by the hurricane, and levelled by it.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
Why does this happen. I tell myself not to start any new projects, and then someone comes along and asks this sort of question, and then there's 4 pages already on the go in Homebrewery...
I've opted to use the wind speeds mentioned above, and I'm making rules for flying in such conditions, which includes using magic items. I will need to introduce debris and such as well...
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Don't forget the impact of and variable intensity of precipitation and temperature, duration of a given storm, build up time for a storm, and the variable effects of a storm.
This is a quick pull of what I did in my next campaign -- https://www.wyrlde.com/codex/weather/ -- but I note that I have some oddities going on and this was basically a direct c/p.
I've been using he NOAA Beaufort scale for like 20 years, and I change my mind about how it impacts things based on the setting's underling rules.
Good luck and success to your efforts.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Thank you everyone for your inputs. I'll see about creating a combination of all that was mentioned. While also leaving out any things if necessary in case it feels like too much.
Concerning hurricanes, just reinforcing the notion that the greatest danger to the characters will likely be random debris flying around at deadly velocities. Thinking as a character under these conditions, I for one would not be concerned with engaging in open ground combat; not when trees are blowing down, and I might be decapitated by a random slate roofing tile spinning toward me at 100MPH.
Same for storm surges. . . Screw the bad guy, I'm gonna seek shelter and safety. Let the bad guy perish in the storm without my help. Look for the bad guy, or their body, after the storm has wound down.
Perhaps that's putting too much realism into your game, but that's where my thinking leads me as a player.
{Edit:} I suppose if the bad guy is causing this storm, then the bad guy could theoretically protect themselves from the damage caused by that hurricane [The eye follows the movements of the caster, and is more or less centered on that caster] . If one must get to the BBEG during this storm, then perhaps by underground means? Of course then flooding may make that access route unusable.