Weather
Weather of Iskavell
Iskavell is a subarctic island at the edge of the known world. Even at the height of summer the wind bites. Weather here is less a backdrop and more an active force - it kills the unprepared and rewards those who read it well.
Roll 1d20 at the start of each in-game day, or when the party enters a new environment.
Awakening (Everdream & Denbreak)
The ice cracks and the earth wakes. Cold eases slowly. The sea begins to move again.
| d20 | Weather | Effect |
|---|---|---|
| 1–3 | Whiteout Blizzard | Visibility 10 ft. Travel speed halved. DC 13 Con save each hour or 1 exhaustion. |
| 4–6 | Heavy Snowfall | Visibility 60 ft. Travel speed halved. Tracks covered within 1 hour. |
| 7–9 | Ice Fog | Visibility 30 ft. All Perception checks at disadvantage. Ground dangerously slick - DC 12 Acrobatics to run. |
| 10–12 | Bitter Cold Wind | Exposed skin takes 1 cold damage per hour. Disadvantage on ranged attack rolls. |
| 13–15 | Overcast, Calm | Standard conditions. No penalties. |
| 16–17 | Cracking Ice | Frozen rivers and lake surfaces become unstable. DC 14 Survival to identify safe paths. |
| 18–19 | Meltwater Surge | Rivers run fast with snowmelt. Swimming DC raised by 4. Low-lying paths flooded. |
| 20 | Clear Thaw Morning | Crisp and bright. Advantage on Perception checks. First warm day - locals treat it as a minor holiday. |
Ascent (Wayseek & Starkeep)
The sun is high. Trade routes open. The aurora burns at night. The most survivable season - which still means dangerous.
| d20 | Weather | Effect |
|---|---|---|
| 1–2 | Storm off the Sea | Heavy rain and gale-force wind. Ships cannot depart. Ranged attacks impossible outdoors. |
| 3–5 | Cold Rain | Persistent drizzle. All fire-based activities (camping, forging) require DC 12 check. |
| 6–8 | Coastal Fog | Visibility 30 ft near water, 60 ft inland. Navigation by sea DC raised by 4. |
| 9–11 | Overcast, Still | Grey skies, no wind. Standard conditions. |
| 12–14 | Clear and Cold | Standard conditions. Advantage on Survival checks to navigate. |
| 15–17 | Bright Aurora Night | Magical ambient light at night. Spellcasting DCs reduced by 1. Strange dreams on a long rest (Wisdom save DC 10 or wake with 1 level of exhaustion). |
| 18–19 | Rift Weather | Violet-green light on the horizon. Rift energy fluctuates - magical items behave unpredictably for 1d4 hours. |
| 20 | Perfect Sailing Day | Clear skies, favourable wind. Travel by sea twice as fast. Foraging checks at advantage. |
Descent (Saltreap & Shadowdraw)
Days shorten. The harvests come in. The storms return. The sea judges those who stayed too long.
| d20 | Weather | Effect |
|---|---|---|
| 1–2 | Harvest Storm | Thunder, lightning, torrential rain. Crops and stored goods at risk. Outdoor travel dangerous - DC 14 Con save per hour or 1 exhaustion. |
| 3–5 | High Tide Surge | Coastal paths and low ground flooded. Coastal settlements board up. |
| 6–8 | Cold Squall | Sudden wind and sleet. Visibility 60 ft. Ranged attacks at disadvantage. |
| 9–11 | Overcast, Darkening | Standard conditions. Days noticeably shorter. |
| 12–14 | Clear Autumn Day | Crisp and dry. Standard conditions. Last good days before winter. |
| 15–16 | First Frost | Ground frozen overnight. Foraging halved. Fire required for long rest or risk exhaustion. |
| 17–18 | Shadow Fog | Thick, dark fog. Visibility 15 ft. Unsettling - Wisdom save DC 10 or impose disadvantage on next social check (anxiety, paranoia). |
| 19 | Early Snowfall | First snow of the season. An inch or two. Travel speed reduced by quarter. |
| 20 | Still, Clear Evening | Unnaturally calm. Stars very bright. Omen - DM choice: something is watching, or something is coming. |
Dormancy (Rotfall & Ironfast)
The world locks down. The cold is absolute. The weak are tested.
| d20 | Weather | Effect |
|---|---|---|
| 1–3 | Polar Storm | Visibility 0 ft. Travel impossible. Shelter required - DC 15 Con save per hour outside or 1 exhaustion. Exposed skin takes 1d4 cold damage per hour. |
| 4–6 | Deep Freeze | Temperature lethal to unprotected creatures. DC 13 Con save per hour outside or 1 exhaustion. Water sources frozen solid. |
| 7–9 | Blizzard | Visibility 15 ft. Travel speed halved. DC 12 Con save per hour or 1 exhaustion. |
| 10–12 | Driving Snow | Visibility 30 ft. Travel speed halved. Tracks vanish in minutes. |
| 13–15 | Iron Cold, Clear | No precipitation but brutally cold. DC 10 Con save per hour outside without cold weather gear or 1 exhaustion. |
| 16–17 | Rime Ice | Every surface coated in ice. All movement on foot requires DC 12 Acrobatics or fall prone. |
| 18 | Dead Calm | Unnaturally still. Sound carries far - Stealth checks at disadvantage outdoors. Strange sounds heard at distance. |
| 19 | Blood Snow | Red-tinged snowfall from iron deposits or something worse. Unsettling. Morale save DC 10 Wisdom or disadvantage on Charisma checks for the day. |
| 20 | Weak Winter Sun | A rare clear, almost-warm day. Spirits lift. Party gains inspiration. |
Special Conditions
These can be layered on top of the daily roll or triggered by plot.
Rift Storm — A tear in reality bleeds chaotic energy into the weather. Roll 1d6 on the Wild Magic Surge table at the start of each hour. Lasts 1d4 hours. Can occur in any season near a rift site.
Drowned Court Tide — Unnatural fog rolls in from the sea. Visibility 10 ft on coastlines. Sounds of water and distant voices. The Drowned Court is active. May occur when the party has business with the Court or disturbs the coast.
Verdant Bloom Spores — Near the southern tundra, warm unnatural air carries spores from the Bloom. DC 12 Con save or suffer the Poisoned condition for 1 hour. Creatures that fail by 5 or more begin to feel a strange affinity for plant life.
Warden Stillness — All weather stops. The air goes dead. A Warden is near. Lasts until the Warden departs.