🌦️ 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
| d10 | Conditions |
|---|---|
| 1–3 | Clear and mild — easy going. |
| 4–5 | Warm and bright, dust on the road. |
| 6–7 | Humid and close; a storm builds. |
| 8 | A sudden downpour, then steam. |
| 9 | Sweltering heat; shade and water matter. |
| 10 | A violent thunderstorm rolls through. |
Autumn / Winter
| d10 | Conditions |
|---|---|
| 1–3 | Crisp and grey, a cold wind. |
| 4–5 | Drizzle and mud underfoot. |
| 6–7 | Thick fog; sound and sight muffled. |
| 8 | Hard frost; ice on every surface. |
| 9 | Driving sleet or snow. |
| 10 | A blizzard or freezing gale — find shelter. |
🏠 A Roof for the Night
| Lodging | What it's like |
|---|---|
| The Common Floor | A spot by the tavern hearth among strangers. Cheap, warm, and short on privacy or security. |
| A Shared Room | A bunk and a door that latches. Rumors travel through the walls. |
| A Private Room | Quiet and lockable — the choice for those with something to discuss or protect. |
| A Fine Suite | Comfort, discretion, and a host eager to please guests of means. |
| Rough Camp | No roof at all — a fire, a watch, and whatever the weather brings. |
| A Stranger's Hospitality | A 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.