📖
Hexhunt
  • HEXHUNT
  • 📓Of Sword & Sorcery
    • Character
      • Abilities and Perks
      • Character Generation
      • Health Points
      • Alignment
      • Classes
        • Warrior
        • Priest
        • Witch
        • Pariah
      • Starting Money
    • Equipment
      • Weapons
      • Armour
      • Camping
      • Clothing
      • Containers
      • Cooking
      • Specialist Kits
      • Tools
      • Transportation
      • Writing
      • Market Goods
    • Combat
      • Combat Sequence
      • Initiative
      • Attacking and Damaging
      • Actions, unengaged
      • Actions, engaged
      • Facing
      • Morale
      • Terrain
      • Mounted Combat
      • Alternate Combat Rules
      • Monster Tactics
      • To Hit Matrix
    • Magic
      • Zeal
      • Soulstone
      • Corruption
      • Spellcasting
      • Spells
      • Revealing
      • Brewing
      • Spellbinding
      • Enchanting and Blessing
  • 📕Of Crypts and Wilderness
    • Gameplay
    • Units of Measurement
    • Mechanics
      • Deck and Cards
      • Checks and Saves
      • Movement
      • Encumbrance
      • Hunger and Thirst
      • Weather
      • Humours, Diseases, Surgery
    • Actions
      • Delve Actions
        • Search
        • Loot
        • Listen
        • Enter
        • Sup
        • Respite
      • Exploration Actions
        • Survey
        • Forage
        • Fish
        • Hunt, Track, Set Traps
        • Cook
        • Harvest
        • Graze Animals
        • Rest and Encamp
        • Mountaineering
    • Events
      • POI Events
        • POI Incidents
        • POI Objects
        • POI Monsters
      • Overland Events
        • Incident
        • Object
        • Monster
    • Missions
      • Tasks
      • Quests
      • Hunts
      • Contracts
    • Factions
    • Retainers
    • NPCs
    • Divination
    • Coinage and Trade
    • Tomes and Scrolls
    • Company Rules
    • Domain Rules
      • Construction
    • Maritime Affairs
    • Appendix A
      • Traps
      • Treasure
      • Secret Doors
    • Appendix B
      • Alchemical Materials
      • Armour
      • Beverages
      • Camp Equipment
      • Charms
      • Cloth
      • Clothing
      • Concoctions
      • Container
      • Cooking Equipment
      • Corpse, Carcass
      • Dairy
      • Essences, Perfumes
      • Field Rations
      • Flowers, fresh and dried
      • Fruit
      • Gemstones
      • Grain, feed
      • Herbs, spices, nuts
      • Liquids
      • Lumber
      • Meat
      • Metals, Metalloids
      • Minerals, Stones,Pigments
      • Misc. Tools
      • Mould, Fungi
      • Mundane Items
      • Oils
      • Oils, Spirits
      • Seasonings
      • Specialist Kits
      • Spellbound Items
      • Stones, bricks
      • Talismans
      • Tomes, scrolls
      • Transportation
      • Trinkets
      • Valuables
      • Vegetables
      • Vitriols
      • Waters
      • Weapons
      • Writing Materials
  • 📘Of Men & Monsters
    • Men
      • Humans
      • Abhumans
    • Monsters
      • Beasts
      • Legendary Monsters
        • Bugbears
        • Ogres
        • Giants
        • Trolls
        • Dragons
        • Demons
    • Appendix C
      • POI Generation
    • License
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  1. Of Crypts and Wilderness
  2. Mechanics

Weather

Weather affects any character's actions in the game. First roll a d6 to determine the season the game starts in:

d6
Season

1

Winter

2

Spring

3

Summer

4

Fall

5-6

Re-roll

Then refer to the weather table for the temperature.

Month
Season
Temperature

1

Winter

Chill

2

Winter

Chill

3

Spring

Cool

4

Spring

Cool

5

Spring

Warm

6

Summer

Warm

7

Summer

Hot

8

Summer

Hot

9

Fall

Brisk

10

Fall

Brisk

11

Fall

Cold

12

Winter

Cold

Then, every day (every six watches), roll a d6. There's a 4/6 chance that the weather will be same as yesterday. If you roll a 5 or 6, roll for the new temperature and event.

d6
Temperature
Event
Intensity

1

Cold

Snowy/Rainy*

Light

2

Brisk

Rainy

Moderate

3

Chill

Foggy

Moderate

4

Cool

Dewy

Moderate

5

Warm

Windy

Moderate

6

Hot

Clear

Heavy

*snowy only in cold months.

Weather Event Effects

Event
Effect

Snowy

Moderate and heavy snow limits the travel rate to rough terrain rules.

Encampment must be done in a sheltered environment, such as in a POI.

Mounts must be led.

During heavy snow getting lost chance is 3/6.

Rainy

Multiply the fish caught by three.

Encampment must be done in a sheltered environment, such as in a POI.

Making a fire is not possible, unless in a POI.

Foggy

Moderate and heavy fog limits the travel rate to rough terrain rules.

During heavy fog getting lost chance is 3/6.

Multiply the game caught by traps by two.

Dewy

Multiply the fish caught by two.

Multiply the portions foraged by two.

Windy

Receive -1 penalty to any fire (missile attack) rolls in moderate and heavy wind.

Clear

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Last updated 2 years ago

, are not possible.

takes two watches.

now requires four adjacent acres for success.

are not possible.

takes two watches during heavy fog.

now requires two adjacent acres.

is not possible during heavy wind.

📕
Harvesting
Foraging
Surveying
Tracking and Hunting
Tracking and Hunting
Surveying
Tracking and hunting
Tracking