Starting Weather | Changing Weather

Roll a 1d12 with a -1 or -2 modifier in especially hot climates, or a +1 or +2 modifier in particularly cold climates (DM discretion).
| d8 + mod | Weather |
|---|---|
| -1 | Weather: Extreme Heat/Wildfire |
| 0 | Weather: Severe Heat/Humid |
| 1 | Weather: Hot and Sunny |
| 2 | Weather: Clear and Sunny |
| 3 | Weather: Warm, Partly Cloudy |
| 4 | Weather: Warm and Cloudy |
| 5 | Weather: Cool and Cloudy |
| 6 | Weather: Cold, Cloudy and Windy |
| 7 | Weather: Rain |
| 8 | Weather: Thunderstorm |
| 9 | Weather: Snow |
| 10 | Weather: Heavy Snow/Blizzard |
See the table below to determine shifts in weather.
Starting Weather | Changing Weather

After determining the initial weather (see table above), roll 1d12 at the end of each day, week or other interval (DM discretion) to determine if/how the weather shifts.
| d12 | Weather Change |
|---|---|
| 1 | Weather Change: Much Hotter |
| 2 | Weather Change: Warmer |
| 3 | Weather Change: Similar but Drier |
| 4 | Weather Change: Similar but More Humid |
| 5 | Weather Change: Similar but Less Windy |
| 6 | Weather Change: Similar Weather |
| 7 | Weather Change: Reroll Starting Weather |
| 8 | Weather Change: Similar but Windier |
| 9 | Weather Change: Similar but Less Humid |
| 10 | Weather Change: Similar but Wetter |
| 11 | Weather Change: Cooler |
| 12 | Weather Change: Much Cooler |