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Free d12 Travel Weather and d20 Camp Events

Free d12 Travel Weather and d20 Camp Events

Weather, roll d12 (1 to 6)

1. Clear and calm. Good visibility. No effect on travel. 2. Clear and breezy. Pleasant. Smoke and scents carry far. 3. Bright and hot. Heat. Each traveler uses one extra water today. 4. Overcast. Gray and flat. Shadows vanish, distances are hard to judge. 5. Light drizzle. Tracks fade. Fires are harder to light. 6. Steady rain. Roads turn to mud. Travel is slowed by a quarter.

Weather, roll d12 (7 to 12)

7. Fog. Sight is short. Easy to lose the path or each other. 8. Strong wind. Loud and tiring. Hard to hear, hard to sneak. 9. Cold snap. Frost at dawn. Those without warm gear are weary. 10. Thunderstorm. Shelter needed. Open ground is dangerous. 11. Heavy snow or hail. Travel is halved. Landmarks are buried. 12. Strange sky. Odd colors or lights. The GM picks an omen or rumor to match.

Camp events, roll d20 (1 to 10)

1. A quiet night. Everyone sleeps well. 2. A fox or small scavenger steals food from an open pack. 3. A stranger asks to share the fire and offers a story. 4. Someone has a vivid dream that seems to mean something. 5. Distant singing carries on the wind, then stops. 6. A sudden storm tests the shelter. 7. A traveler's boots, tent, or tool breaks. 8. A wounded animal limps into camp. 9. A lone lantern moves slowly along the horizon. 10. Tracks circle the camp in the morning.

Camp events, roll d20 (11 to 20)

11. A watchful owl or crow follows the party all night. 12. An old argument between two party members flares up. 13. A merchant caravan camps nearby and wants to trade. 14. Something in the dark is moving, and it is not hunting. 15. The fire burns the wrong color for an hour. 16. A lost child, pilgrim, or messenger asks for help. 17. Someone finds a small coin or token buried at the camp site. 18. Wolves or other hunters circle. Watch must be kept. 19. A thief creeps in at the third watch. 20. A fine night: a clear sky and good company. Everyone recovers well.

Night watch, roll d12

1. Nothing happens. 2. A distant sound. 3. A cold gust. 4. An animal passes. 5. A smell of smoke. 6. A shooting star. 7. A light in the trees. 8. A strange chill. 9. Footsteps, then none. 10. A voice calls a name. 11. A shape stands still at the edge of the light. 12. Dawn comes early, and something has moved. From the Travel and Hexcrawl Kit. Drafted with AI, checked with scripts, no human playtest.

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