The point of this weather table is not to constantly roll the weather every quarter day, but it can be used to set the mood when starting the session, roll when it is interesting or when the player asks you what the weather is. The general Don't roll too often-rule applies. The table is created so that there's a 1/3 chance of rain and the table should not produce extreme weather situations, just natural - but normal - bad weather.
Ideas, comments, criticism...?
Roll once, using one of each red, white and black dice. If the clouds dice is ever 3 or above, roll another D6 for precipitation. The temperature dice is the general temperature, depending on the season and area. What the result means in reality is up to the GM.
D6 Temperature Wind Clouds Precipitation
1 Under Calm Clear sky
2 Normal Light Breeze A few clouds No Showers Steady Heavy
3 Normal Breeze Cloudy → 1-5 6
4 Normal Fresh breeze Very cloudy → 1-4 5-6
5 Normal Strong breeze Rain clouds → 1-2 3-4 5-6
6 Over Moderate gale Dark clouds → 1 2-3 4-5 6
- Rolling a weather mishap when LEADING THE WAY or MAKING CAMP changes the corresponding Weather dice to what the mishap roll dictates.
- In general, forested areas are less windy, while the opposite is true for open areas. When in the mountains, it is usually both colder and more windy.
- Using the SURVIVAL skill, you can accurately determine the weather in the upcoming quarter days. One success means you find out what the weather will be in the next quarter day. Two successes or more gives you the general weather for the next full day. The information should include potential bad weather, scorching suns, extreme winds but also a general description of what to expect. The GM can either make a roll on the weather table or decide for himself.
- The spell Weathermaster is changed and the description of "A smaller change [...] requires Power Level 1" is replaced with "Shifting one of the weather dice requires Power Level 1, Shifting all weather dice, requires Power Level 2". All other effects for Power Level 2 and 3 remain the same.
Suggested effects on journeys due to weather
Steady or Heavy rain -1 on KEEP WATCH, HUNT and MAKE CAMP
Strong breeze and Steady or Heavy rain -2 on KEEP WATCH, HUNT and MAKE CAMP
-1 on FORAGE and FISH
Moderate Gale and Steady or Heavy rain -3 on KEEP WATCH, HUNT and MAKE CAMP
-2 on FORAGE and FISH
-1 on LEADING THE WAY
Optional: A failed roll on MAKE CAMP due to precipitation or wind does not create a misshap. Instead use the rules for BARE GROUND with a -1 penalty to the corresponding SURVIVAL roll.
Changing the weather
If you want to make a change to the current weather, instead of making a new roll or if a player accurately predicts the future weather, you may roll on this table instead.
11-26 No change
31-36 Reroll precipitation dice if Wind dice already is at 3+. Otherwise, no change.
41-46 Change in wind, reroll the wind dice.
51-56 Change in clouds, reroll the cloud dice.
61-63 Change in both wind and clouds. Reroll both wind and cloud dice.
64 Thick (natural) mist. -2 penalty to rolls LEADING THE WAY or KEEP WATCH
65 Sudden shift; reverse the previously rolled weather dice (1 → 6, 2 → 5 and so on…)
66 A strong weather phenomenon depending on the season. Roll a D6 and the higher the number, the stronger that weather.
Weather phenomenon examples: blizzard, snow storm, thunderstorm, hail, heat wave, biting cold, a small tornado, dust devils…
Edit: Tables do not seem to work...