Table: Random Weather
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d20
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Weather
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Wind
Table
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Temp
Table
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Precip
Table
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Cold
Climate
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Temperate
Climate
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Desert
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1-13
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Normal
weather
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1d10
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1d10
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1d6-1
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Cold,
calm
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Normal
for season
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Hot,
calm
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14-15
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Abnormal
weather
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2d6
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2d6
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2d4
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Heat
wave (01-30) or
cold snap (31-100),
1d8+12
on Temperature Table
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Heat
wave (01-50) or
cold snap (51-100)
1d8+12
on Temperature Table
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Hot,
windy
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16-17
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Inclement
weather
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3d4
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3d4
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1d4+6
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Precipitation
(snow)
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Precipitation
(normal for season)
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Hot,
windy
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18-19
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Storm
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1d10+6
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1d10+6
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1d6+6
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Snowstorm
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Thunderstorm,
snowstorm
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Duststorm
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20*
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Powerful
storm
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1d10+10
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1d10+10
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1d4+8
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Blizzard
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Windstorm,
blizzard, hurricane, tornado
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Downpour
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* Roll d20 again –
if abnormal weather is indicated (14-19), the storm is a powerful storm as
listed below, if a second 20 is rolled, the storm is a “storm of the century”
table listed below.
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Wind
Table
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Temperature
Table***
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Precipitation
Table****
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1
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No Wind 0 mph
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1
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10 degree change
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0
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Very dry,
cloudless
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2-3
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Light Wind 0-10
mph
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2-3
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5 degree change
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1
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Dry, clouds
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4-7
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Moderate Wind
11-20 mph
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4-7
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No change
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2-3
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Dry, very cloudy
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8-10
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Variable Winds**
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8-9
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5 degree change
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4-5
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Partly cloudy,
brief drizzle
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11-12
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High Winds 20-50
mph
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10
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10 degree change
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6
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Rain, 2d4 hours,
overcast
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13-14
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Severe Wind 50-70
mph
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11-12
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15 degree change
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7
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Heavy Rain, 3d4 hours
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15-16
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Dangerous Wind
70-90 mph
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13-15
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20 degree change
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8
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Soaking Rain, 2d6
hours, overcast
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17
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Deadly Wind 90-120
mph
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16-17
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25 degree change
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9
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Hard Rain, 3d8
hours, thick cloud cover
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18
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Hurricane Winds
120-150 mph
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18
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30 degree change
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10
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Hard Rain, 2d12
hours including 1 hour of hail, sun-blocking clouds
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19
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Tornado Winds
150-200 mph
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19
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40 degree change
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11
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Hard Rain, 6d4
hours, flooding, sun-blocking clouds
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20
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Unnatural Winds
200+ mph
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20
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50 degree change
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12
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Hard rain, 24 hours,
flooding, extreme lightning, sun-blocking clouds
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** Variable
Winds: Winds blowing from 10-40 (1d4x10) mph with gusts 50-90 mph (1d4+4x10).
Check for gusts any time something is attempted that might be adversely
affected by winds
*** Temperature changes
are based on the previous day’s temperatures. Unless otherwise directed, a
50% chance of raising and 50% chance of lowering temperatures.
**** In temperate
climates, use the table as is. In cold climates, consider rain to be snow
unless a heatwave is indicated. In desert climates, use cloud cover only
unless 20, powerful storm has been rolled on the weather table, then include
the rain as well.
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Storm
of the Century
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1d8
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Cold Climate*****
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Temperate Climate
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Desert
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1
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Temp drop 30
degrees, 6d8 inches of snow lasting 1d4+3 days
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Hurricane/Tornado
cluster (2d4 tornadoes touch down)3d6+12 inches of rain over 24 hour period,
massive flooding
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Snow on the Sand – an impossible combination of events occurs, causing 1d4
inches of snow per hour to fall in the region, temperature drops to 30
degrees during the day and -5 degrees at night. Snow falls for 1d4+3 hours
and melts at a rate of 1” per hour once the snow stops. Unprotected creatures
take 1d4 hp damage per turn.
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2-4
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Temp drop 30
degrees, 2d12+12 inches of snow lasting 1d6 days
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1d8+4 inches of
rain falls for 1d12+12 hours, flooding, cluster lightning
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Downpour – 1d4+4 inches of rain falls in a 6 hour period causing
massive flooding.
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5-7
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Temp drop 40
degrees, 4d6 inches of snow lasting 1d4 days
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Hail the size of
grapefruits falls for 10d6 minutes (each does 1d6 damage), +1d4+8 inches of
rain over 12 hour period, flooding
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Duststorm and
rain – 100+ mph winds drive a massive dust storm
for 1d4 hours ahead of a huge storm front, which will bring 1d4 inches of
rain in 2 hours.
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8
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Temp drop 40
degrees, 2d6+24 inches of snow lasting 1d6+5 days
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Golf ball sized
hail for 10d4 minutes (1 point of damage each), +12d6 inches of rain over 20
hour period, cluster lightning
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Black Blizzard – dust storm so thick that it blocks out the sun for 2d12
hours, any living creature caught in a Black Blizzard has a 1d10% cumulative
chance per hour of dying due to exposure
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***** In a cold
climate storm of the century, creatures left exposed to the elements will
take 1-4hp damage per hour (creatures born/bred in cold climate get a save, half
damage if failed, no damage on successful save)
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