🌦️ Weather & Housing

Weather and shelter set a scene's mood and stakes. Both are kept descriptive here — what it feels like and what it means for the party, not prices or penalties. Where weather makes something harder, rate it on the Difficulty Ladder.

🌤️ Weather by Season (d10)

Spring / Summer

d10Conditions
1–3Clear and mild — easy going.
4–5Warm and bright, dust on the road.
6–7Humid and close; a storm builds.
8A sudden downpour, then steam.
9Sweltering heat; shade and water matter.
10A violent thunderstorm rolls through.

Autumn / Winter

d10Conditions
1–3Crisp and grey, a cold wind.
4–5Drizzle and mud underfoot.
6–7Thick fog; sound and sight muffled.
8Hard frost; ice on every surface.
9Driving sleet or snow.
10A blizzard or freezing gale — find shelter.

🏠 A Roof for the Night

LodgingWhat it's like
The Common FloorA spot by the tavern hearth among strangers. Cheap, warm, and short on privacy or security.
A Shared RoomA bunk and a door that latches. Rumors travel through the walls.
A Private RoomQuiet and lockable — the choice for those with something to discuss or protect.
A Fine SuiteComfort, discretion, and a host eager to please guests of means.
Rough CampNo roof at all — a fire, a watch, and whatever the weather brings.
A Stranger's HospitalityA farmer's barn or a hermit's hut. Free, and never quite without its price.

Set what lodging costs in your own world's terms — coin, a favor, a story told. The table cares about texture and consequence, not price.