Your Whispering Homunculus: For One Night Only—Heavy Snow, Urban
(So much more than just another bloke in a dress.)
“A chill night master. Might you need your warming pan?”
“I have no need of mere mortal warmth, liceling. I have my magic to keep me warm.”
“You are mightier than all, oh corpulent one.”
“You, on the other hand, can head out into the snow and over the rooftops. I have need of your observations.”
“A task, oh great one, I will take with eagerness.”
“Don’t lie to me, worthless one. You hate the cold and the snow almost as much as you fear me.”
One day, sweet master, you will be the dog…
The For One Night Only campaign inserts do exactly what they say—give you an option to run some different takes on adventures in various settings and under various effects for a single session.
This example gives you some quick additional rules, variations, and encounters for an urban adventure when it snows heavily.
It’s been snowing for a few days now, and the settlement has taken on an ethereal edge, with drifts of snow and flurries transforming the place into a temporary wonderland.
Today, the snow is at its heaviest…
Use the list below to introduce random elements to the day’s events, or include them in an adventure to spice up encounters as you wish.
Snow reduces visibility ranges by half, resulting in a −4 penalty to Perception checks and attacks with ranged weapons. It costs 2 squares of movement to enter a snow-covered square (see Pathfinder Roleplaying Game Core Rulebook).
1. Snow Flurry from Rooftop
A sudden flurry of snow falls from a rooftop above, covering a 20-ft.-square area of the street below. The conditions within the flurry are the same as heavy snow for 1d4 rounds.
2. Sudden Squall
The wind whips up, suddenly driving the snow and drifting up the street. The effect is identical to heavy snow for 2d6 rounds.
3. Hidden Danger
The snows have drifted over a new sewer pit, which has been opened in the street but been temporarily covered by rough planking. The pit is 10 ft. square and 20 ft. deep; a Perception check (DC 10) is required to spot it. The boards over the pit are poor, and every Medium-sized character that crosses them has a 1 in 4 chance of causing them to collapse. A Reflex save (DC 15) avoids a fall in this event.
4. Un-cleared Drift
What appears to be a high drift, large enough to bury a small character, blocks the street ahead. The drift has actually formed over a large mound of rusty wire across the street, which has recently been dragged from a nearby building. A Perception check (DC 15) identifies the mound. Characters crossing the area of drift-covered wire must make a Reflex save (DC 5) or be entangled.
5. Powder Blast
A sudden blast of strong wind turns the street into an area of blinding snow, the equivalent of fog for 2–5 rounds.
6. Icy Streets Below Snow
Ice forms below the snow on this street, covering a 50-ft. length of the street. Characters making a Perception check (DC 15) notice the icy gutters nearby feeding this icy strip. An Acrobatics (balance) check (DC 7) is required to cross this area without falling, and the DC of all Acrobatics checks made in the area are at +7 DC.
7. Snow Blocked Street
The snows are thick in this street, thick enough to provide cover for a small character or a character who crawls. Characters moving through snow in this way take a −4 penalty to all Perception checks (stacking these effects with those of the weather and terrain), but gain a +4 to Stealth checks.
8. Covered Pool
A duck pond some 10 ft. in diameter occupies the central area of this street. The pond has frozen over and is noticed on a Knowledge (local) or Perception check (DC 15). Characters stepping onto the ice break it and fall into the pond unless they make a Reflex save (DC 12). The waters are only 10 ft. deep: falling characters take no damage, and the swim is easy (DC 10). Characters falling into the pond begin to suffer the effects of extreme cold (see Pathfinder Roleplaying Game Core Rulebook) until they find a warm place to recover in and a change of clothes.
9. Dangerous Play
A group of four local children rushes out of a side alley and attacks the PCs with snowballs. Snowballs are improvised weapons with an increment of 10 ft.—the children attack at +0 base. Characters who suffer a critical hit with a snowball must make a Reflex save (DC 10) or be blinded for 1 round.
The children are driven away by any act of violence or by an Intimidate check (DC 5); however, unscrupulous opponents may seek to benefit from the children’s innocent fun and unexpected intervention and use them to get the better of opponents.
10. The Snowmen
A dozen sinister-looking snowmen have been built in this street. They have coal for eyes, are of Medium size, and each wears a dirty item of clothing. Whilst the snowmen provide cover for small characters and appear sinister, they are simply the result of play by local families.
(This post is Product Identity.)