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 |