Weather is tracked across three independent vectors: Temperature, Wind, and Precipitation. Each runs on a 1–6 scale. Each morning, the referee rolls 1d6 per vector and shifts conditions accordingly, clamped to the current season's valid range.
Temperature
Level
Name
Effect
1
Freezing
Save vs. Death each night without shelter and warm clothing; save each watch of travel
2
Frigid
Save vs. Death each night without fire and shelter; save each travel watch if lightly clad
3
Chilly
—
4
Mild
—
5
Hot
Double water ration consumption
6
Sweltering
Double water rations; Save vs. Paralysis each watch of travel or suffer fatigue
Wind
Level
Name
Effect
1
Still
—
2
Gentle
—
3
Moderate
—
4
Strong
−1 to ranged attacks; lighting a fire requires a 3-in-6 roll
5
Very Strong
Ranged attacks at −2; travel costs +1 TP per hex; fire requires 4-in-6
6
Stormy
Ranged attacks impossible; travel costs +2 TP per hex; fire requires 5-in-6
Precipitation
When Temperature is Frigid (2) or Freezing (1), Drizzle becomes Flurry and Rain becomes Snow.
Level
Name
Effect
1
Sunbaked
—
2
Clear
—
3
Cloudy
—
4
Overcast
—
5
Drizzle / Flurry
+1 to getting lost chance; firewood yields half
6
Rain / Snow
+1 to getting lost chance; fire requires 4-in-6; light terrain costs as moderate
Blizzard conditions apply when Rain/Snow coincides with Frigid or Freezing temperatures and Very Strong or Stormy wind: add a further +1 to getting lost chance and a Save vs. Paralysis each watch of travel.
Daily Roll
Each morning, roll 1d6 independently for each vector. Results are clamped to the season's valid range.
1d6
Temperature
Wind
Precipitation
1–2
Colder (−1)
Windier (+1)
Wetter (+1)
3–4
Hold
Hold
Hold
5–6
Warmer (+1)
Calmer (−1)
Drier (−1)
Seasonal Conditions
At the start of each season, reset all vectors to their starting value. Conditions cannot shift outside the seasonal range.