(Let's make) 100 significant weather events during a fantasy adventure
In the last two adventures I wrote, I had a but of fun coming up with weather events that could change the environment in a significant way, and it seems to me there must be so many more, so let's build a table!
Not all events have to be fantasy in and of themselves. The only requirement is that they have an effect beyond aesthetics. For example, here's what I have so far:
Rain from the Ground. Water rises slowly from the ground. Clothes and items get wet very easily unless held upright or covered from below. Items that rely on combustion may not work.
Touchy Fog. A strange mist envelops the area. While in it, at times creatures feel as if something was poking them or brushing against them.
Blizzard. Visibility is greatly reduced; temperatures drop significantly.
Hail. For every round a creature spends in it, roll two attacks against them without no bonus. On hit: 1d4-1 damage (minimum of 1).
Will o' the Wisps. Will o' the Wisps appear in random locations nearby. They float 15' above the ground and shed bright light in a 20' radius.
Scented Gale. A relatively strong wind rises from a cardinal direction (roll 1d4 or pick one). While walking in that direction, Save or move at half speed. To each creature in it, the wind smells like a specific food from home.
Hurricane. A dangerously strong wind rises from a cardinal direction (roll 1d4 or pick one). Any creature hit by it must Save or be pushed 20' in the direction the wind is blowing. Objects that are not fixed in place are moved automatically and may hit creatures as they fly.
Extreme Heat. It's much easier to become Exhausted. This effect can be ignored for 10 minutes upon drinking water.
Heavy Rain. Visibility is reduced; items and clothing get wet unless covered or water-resistant; vehicles are harder to maneuver.
Dry Thunderstorm. Every round, a bolt of lightning hits a random spot in the area, setting flammable ground and objects on fire.
Thunderstorm. Heavy Rain and Thunderstorm combined.
Elven Aurora. Mesmerizing lights fill the sky. Any creature who can see them must Save or be compelled to attack their allies. If no allies are nearby, they must instead use all their movement to flee from their enemies. They repeat the Save at the start of each of their turns. If successful, they must still repeat it as long as they can see the Elven Aurora.