
The lands
Sandy coast weather for your tabletop campaign
Long beaches, dunes and harbors: warm sea breezes, sudden squalls, waterspouts offshore, and storms that push the sea up the sand.
Through the year




Averages from a year of Skyscribe's weather in typical the sandy coast. You can set how high, how far from the sea and how far from the equator it lies, and the weather follows.
How it sounds at the table
A few days from that year, as Skyscribe describes them to read to your players. No two days read the same.
At low tide the wet sand throws back the whole sky, and the shore birds run about on their own reflections. Walking warms the body just enough in the cool, while here and there a breath of breeze from the west lifts scarf ends.
An old hull lies bleaching above the tideline, and the crabs have it now. Mild sea air leaves a crust of salt on every coat, though the north breeze carries a chill the sun cannot quite cancel.
A thin, misty rain settles on everything, cloaks and whiskers and packs alike. The drizzle is too fine to see and too wet to ignore, as a breeze from the southwest keeps everyone in good spirits.
What to watch for
The hazards that come with the sandy coast. When the weather makes one likely, Skyscribe shows the risk and lets you roll to see whether it strikes.
- Waterspout
- Storm surge and high seas
- Rip current
Villages and cities
Put the party in a village or a city and the scene and the writing move into the streets, styled to suit the sandy coast.


Clear by day and clear again by night: after dusk the stars crowd in by the thousand. Pennants flutter in a warm wind from the northwest, and the day feels open and easy, pleasant from start to finish. The innkeeper sweeps his step for the third time this morning, looking up the street for customers.
Rare sights
Keep an eye on the scenery. Now and then something unusual turns up in the picture, and a few sights are rare enough that most players will never see them.