A Simple Weather System for Dungeons & Dragons

Weather is given short shrift in the D&D Dungeon Master’s Guide as well as the Pathfinder core rule book. But weather can be a great addition to a wilderness adventure and great flavor in any adventure with some travel. Here’s a simple system that isn’t pointlessly random.

Roll a 1d10 to determine the starting weather for the season. Note that not all regions have four full seasons; a chilly and wet region may have only spring and autumn; a warm and dry region may have only summer and autumn. At the end of a season, give a +1; and at the beginning, give a -1. (It shouldn’t be hot at the beginning of spring or snowy at the end.)

1d10SpringSummerAutumnWinter
0-1Cold with light snowChilly & clearHot & clearPleasant with light rain
2Chilly but clearCool & rainyWarm & clearPleasant & clear
3-4Chilly & rainyPleasant & clearPleasant & clearChilly & clear
5-6Cool & cloudyWarm & humidCool & cloudyCold & cloudy
7-8Pleasant & clearWarm & clearChilly & cloudyCold & light snow
9Warm with light rainHot & humidChilly & humidCold & snowy
10+Hot & clearVery hot & clearCold with light snowVery cold & snowy

Then roll for the next weather type and change the weather one step each day towards the new weather, then roll for the next weather. This way, you know the weather in advance, which helps when characters have weather-sense abilities or if want to foreshadow the coming change.

If the weather features snow or rain or clouds, roll for when… (1d10: 1=all day; 2-3=afternoon; 4-5=morning; 6-7=evening; 8-9=overnight; 10=on and off).

For more detail, you can roll for wind… (1d10: 1-2=calm; 3-5=breezes; 6-7=light; 8-9=moderate; 10=strong).

If the temperature drops and there is little to no wind, there should be fog in the morning.

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