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Ravenland Weather

Springwane
Weather
12
Hot sunny day
6, 11 2, 7

5, 10 3, 8
Clear sky
4, 9
Summerrise
Summerwane Light clouds
12
10, 11 2, 3
Cloudy
8, 9 4, 5
Overcast
6, 7
Fallrise
2, 12 Heavy clouds
3, 4 5, 6
Drizzle
9, 10 7, 8
11
Light showers

Heavy rain
Springrise
12
10, 11 2, 3 Thunderstorm

8, 9 4, 5
Snow flurry
6, 7
Fallwane
Snow
12
2, 3 10, 11
Heavy snow
4, 5 8, 9
6, 7
Wind
Breeze

Windy
Winterrise
Winterwane Strong Wind
12
10, 11 2, 3 These hex flowers are intended to help you create weather
for your journeys that is varied and, hopefully, plausible.
8, 9 4, 5 Both weather and wind are listed. You may want to track
6, 7
these separately for increased variety or just use the
combinations provided to keep things simple.
To start, find the hex flower for the current season. Either start in the
centre or choose initial conditions. For each day of the journey roll 2D6,
add the dice, and move to the adjacent hex indicated by the navigation
instructions for the season. For example, for a day during Springrise
(centre hex flower using the first of its navigation hexes), starting at the
centre the weather for the first day of the journey is Cloudy. A roll of 5
means the weather changes to Light Rain the following day.
When a move would take you off the hex grid, reenter it on the oposite
side, as if the grid wrapped around. If that direction is blocked by a solid
line, remain in the current hex (or roll again if that seems to make more
sense). And if you ever make it to the warning sign, make it some wild
weather!

Inspired by the hex flowers from the Goblin’s Henchman https://goblinshenchman.wordpress.com/category/hex-flower/

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