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Random Weather macro for ToA? Or NPC reactions?

Adam Koebel uses an awesome random weather macro for his ToA game, and I am trying to find it! Anyone have one that you click and it tells the GM what the weather is today, based on the Chult weather? What about one that rolls NPC hostility/friendliness? :) Sorry, just learning macros.
1522949512
The Aaron
Pro
API Scripter
Do you have a link to where he uses it in the stream, might be able to give you better feedback on what it is that way.
1522949663
The Aaron
Pro
API Scripter
If you do a google search for "Chult Weather", you can find any number of random tables to manual compute it.  You could turn those into a Rollable Table pretty easily.
<a href="https://www.youtube.com/watch?v=WAsHXAGTt8s&feature=youtu.be&t=222" rel="nofollow">https://www.youtube.com/watch?v=WAsHXAGTt8s&feature=youtu.be&t=222</a> at about 18:24 or just after. We don't see much of the roll, just the effect. He does it a lot, though. Usually for each day of travel.
Okay, thanks!
1522950567
The Aaron
Pro
API Scripter
OK.&nbsp; The output is in the OGL Roll Template.&nbsp; There doesn't appear to be anything set up specifically in the module, but it would be pretty easy to create a macro that output the result of a rollable table in the OGL template like that.
So, if I made 3 rollable tables called 'Humidity', 'Rainfall' and 'Temperature', what would be the macro code to roll them all together? (Thanks for the help, btw!)
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Edited 1522951574
Arthur B
API Scripter
I believe at least the navigation macro was published by Adam on Twitter... lmhal&nbsp; Edit: Ah, found it:&nbsp; Are they lost?
Yeah, I nabbed the 'lost' one, and it is awesome.
1522951701
The Aaron
Pro
API Scripter
OGL Template isn't really my specialty, but something like this: &{template:npcatk}{{name=Weather}}{{description=[[1t[Humidity]]], [[1t[Rainfall]]], [[1t[Temperature]]]}} Depending on what you want it to say.
Joseph Z. said: Yeah, I nabbed the 'lost' one, and it is awesome. I've actually made a modified version of that which rolls roll all the main rolls for the wayfinding (it rolls to check sucess letting in input the pace, the leaders survival skill, and the option to add a bonus for bless/guidance roll with that value twice incase of advantage or disadvantage, it rolls the 50/50 chance of speed boost for fast/slow, makes 3 direction rolls incase the party got lost, and rolls 3 d20 showing a critical success on any encounter times (results of 16+ by default) /w gm &{template:default} {{name=**way finding**}} {{lost:=[[ d20+?{pace|normal, 0|fast, -5|slow, 5}+?{survival|0}+?{bless/guidance| 0}]]|[[d20+?{pace|normal, 0|fast, -5|slow, 5}+?{survival|0}+?{bless/guidance| 0}]] **vs. DC ?{Where?|Jungle/Mountain/Swamp,15|Coast/Lake,10}**}} {{speed effect: =[[d2cs=2cf=1]]}}{{which way: =[[d6]]|[[d6]]|[[d6]]}} {{Encounters?=[[1d20cs&gt;16cf&lt;0]] | [[1d20cs&gt;16cf&lt;0]] | [[1d20cs&gt;16cf&lt;0]] }} and here's my weather macro you just need to create the tables with the appropriate weight for the rain and wind (i can provide the values if you want) /w gm &{template:default} {name=weather}} {{rain:=[[1t[rain]]]}}{{wind:=[[1t[wind]]]}} edit: realized i made one mistake in the wayfinding macro making it not quite work as intended, corrected now