> For the complete documentation index, see [llms.txt](https://hexhunt.gitbook.io/hexhunt/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://hexhunt.gitbook.io/hexhunt/of-crypts-and-wilderness/mechanics/weather.md).

# Weather

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

<table><thead><tr><th width="88.5">d6</th><th width="100">Season</th></tr></thead><tbody><tr><td>1</td><td>Winter</td></tr><tr><td>2</td><td>Spring</td></tr><tr><td>3</td><td>Summer</td></tr><tr><td>4</td><td>Fall</td></tr><tr><td>5-6</td><td>Re-roll</td></tr></tbody></table>

Then refer to the weather table for the temperature.

<table><thead><tr><th width="88">Month</th><th width="108">Season</th><th width="120">Temperature</th></tr></thead><tbody><tr><td>1</td><td>Winter</td><td>Chill</td></tr><tr><td>2</td><td>Winter</td><td>Chill</td></tr><tr><td>3</td><td>Spring</td><td>Cool</td></tr><tr><td>4</td><td>Spring</td><td>Cool</td></tr><tr><td>5</td><td>Spring</td><td>Warm</td></tr><tr><td>6</td><td>Summer</td><td>Warm</td></tr><tr><td>7</td><td>Summer</td><td>Hot</td></tr><tr><td>8</td><td>Summer</td><td>Hot</td></tr><tr><td>9</td><td>Fall</td><td>Brisk</td></tr><tr><td>10</td><td>Fall</td><td>Brisk</td></tr><tr><td>11</td><td>Fall</td><td>Cold</td></tr><tr><td>12</td><td>Winter</td><td>Cold</td></tr></tbody></table>

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.

<table><thead><tr><th width="75">d6</th><th width="132">Temperature</th><th width="143">Event</th><th width="121">Intensity</th></tr></thead><tbody><tr><td>1</td><td>Cold</td><td>Snowy/Rainy*</td><td>Light</td></tr><tr><td>2</td><td>Brisk</td><td>Rainy</td><td>Moderate</td></tr><tr><td>3</td><td>Chill</td><td>Foggy</td><td>Moderate</td></tr><tr><td>4</td><td>Cool</td><td>Dewy</td><td>Moderate</td></tr><tr><td>5</td><td>Warm</td><td>Windy</td><td>Moderate</td></tr><tr><td>6</td><td>Hot</td><td>Clear</td><td>Heavy</td></tr></tbody></table>

\**snowy* only in *cold* months.

### Weather Event Effects

<table><thead><tr><th width="110">Event</th><th>Effect</th></tr></thead><tbody><tr><td>Snowy</td><td><p>Moderate and heavy snow limits the travel rate to rough terrain rules.</p><p>Encampment must be done in a sheltered environment, such as in a POI.</p><p>Mounts must be led.</p><p><a href="/pages/J2F46hQgZ1rHwqAgsPHQ">Harvesting</a>, <a href="/pages/tuLZiYDwYhR1OFYZQbHQ">Foraging </a>are not possible.</p><p><a href="/pages/4zAfl8Vgut7Uu2GbhM5U">Surveying </a>takes two watches.</p><p><a href="/pages/7PL5oIbzA9v2b1nEqZjm">Tracking and Hunting</a> now requires four adjacent acres for success.</p><p>During heavy snow getting lost chance is 3/6.</p></td></tr><tr><td>Rainy</td><td><p>Multiply the fish caught by three.</p><p>Encampment must be done in a sheltered environment, such as in a POI.</p><p>Making a fire is not possible, unless in a POI.</p></td></tr><tr><td>Foggy</td><td><p>Moderate and heavy fog limits the travel rate to rough terrain rules.</p><p>During heavy fog getting lost chance is 3/6.</p><p><a href="/pages/7PL5oIbzA9v2b1nEqZjm">Tracking and Hunting</a> are not possible.</p><p><a href="/pages/4zAfl8Vgut7Uu2GbhM5U">Surveying </a>takes two watches during heavy fog.</p><p>Multiply the game caught by traps by two.</p></td></tr><tr><td>Dewy</td><td><p>Multiply the fish caught by two.</p><p><a href="/pages/7PL5oIbzA9v2b1nEqZjm#tracking">Tracking </a>now requires two adjacent acres.</p><p>Multiply the portions foraged by two.</p></td></tr><tr><td>Windy</td><td><p>Receive -1 penalty to any fire (missile attack) rolls in moderate and heavy wind.</p><p><a href="/pages/7PL5oIbzA9v2b1nEqZjm">Tracking and hunting</a> is not possible during heavy wind.</p></td></tr><tr><td>Clear</td><td></td></tr></tbody></table>


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