This is my take on Daniel Sell’s Six Dimensional Weather for my jungle island setting of Janakota. I’ve made a few tweaks of my own, but the idea is the same: you pick a spot and begin rolling to generate weather. Travel across Janakota is supposed to be difficult, not least because of the chaotic weather. This generator reflects that.
I break down each day into six 4-hour Watches. This generator is intended to generate distinct weather for every Watch, not each day.
The default die is a d8. A result of 1 moves the weather a single hex upwards and subsequent results continue on clockwise. Results of 7 or greater keep you in the same hex. Some hexes specify a different die – larger dice make the hex stickier, the weather more persistent. Smaller dice make the weather more fleeting.
Some hexes are split. The top-left result applies during the day and the bottom-right result applies at night.
Some hexes have walls. If a result leads you into a wall, “slide” to the nearest hex. Some walls are marked by an X. Treat these the same as a roll of 7+. Some walls are marked by arrows – these can be traversed only in the direction indicated by the arrow.
All these rules contribute to the chaos – but some patterns do emerge. Sporestorms and Spiderblooms are rare but when they happen they’re likely to stick around for a while. Superblooms are rare and fleeting. Typhoons are uncommon and always in the midst of a deluge of rain.
Here’s a closer look at the types of weather on Janakota. A little context: you must roll equal to or less than a target number but above your Fatigue to succeed any given check. Resilience is essentially HP.
|Rain||A light rain pelts down. It’s a bit tiring to deal with.||+1 Fatigue|
|Downpour||Rain pours down. Rivers swell and most creatures seek shelter.||+2 Fatigue, rivers impassable, resting impossible|
|Typhoon||Wind and rain assault the island. All but the most desperate shelter until it passes.||+2 Fatigue, rivers impassable, resting impossible, tents useless|
|Wind||Heavy wind scours the landscape.||+1 Fatigue|
|Fog||A thick fog hangs to the ground. Navigation is difficult.||+1 Fatigue per 5 km traveled|
|Ash||A cloud of choking volcanic ash descends on the area.||+1 Fatigue and -1 Resilience per 5 km traveled|
|Clear||Clear skies – a beautiful sight!||None|
|Burning Sun||The sun scorches your skin.||+1 Fatigue|
|Dead Air||The air is hot, still, and muggy. Bugs swarm everywhere.||+1 Fatigue, -1 Resilience|
|Superbloom||Everything in the area sprouts blooms. Plants, tree stumps, creatures.||???|
|Sporestorm||A storm of fungal spores overtakes the area.||???|
|Spiderbloom||A mass of floating spiders rides the wind.||???|
Superblooms, Sporestorms and Spiderblooms require a bit more thought. I want them to have a much more significant impact on the world than the other types of weather.
And here’s a week’s worth of random generation. The weather soon turns to torrential rain and gets dangerously close to a typhoon before settling into an extended Sporestorm.
|Monday||Fog||Rain||Clear||Clear Skies||Dead Air||Dead Air|
The last critical piece of this system is gear. Gear to protect yourself from all this nasty weather. Here are a few examples.
|Cloak||A simple waterproofed cloak.||Prevents 1 Fatigue from rain unless resting.|
|Feather-Coat||A coat of giant feathers. Very waterproof.||Prevents 2 Fatigue from rain unless resting.|
|Tent||A small, burly shelter.||Prevents all Fatigue from rain while resting.|
|Sunjelly||A pouch of sweet-smelling jelly to be smeared on the skin.||Prevents all Fatigue from sunburn.|
|Bugjelly||A pouch of sharp-smelling jelly to be smeared on the skin.||Prevents all Fatigue and Resilience loss from bug bites.|
|Ashmask||A face covering of finely woven fibers.||Prevents all Resilience loss from ash.|