Environmental Hazards: in Aertrea | World Anvil
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Environmental Hazards:

Environmental Hazards:

  • Altitude, High: Above 15,000 feet, every six hours make a fortitude save, DC 15 + 1 per previous save, failure deals 1 damage to all abilities scores (those acclimated to the altitude gain +4 on this save).
  • Avalanche: typically 1d6x100 wide with a bury zone of half that. Those in bury sonze take 8d6 damage (reflex DC 15 half) and are buried, those in the slide area take 3d6 (reflex save DC 15 for half) and if fail save are buried. The area becomes heavy debris and difficult terrain.
  • Buried: take 1d6 nonlethal damage per turn, 2000 lbs per 5x5x5 square. Using only their hands a creature can clear 5x its max load in 1 minute (with tools twice as fast). A buried creature can free itself with DC 25 STR check at DM’s discretion.
  • Cold: From 32 degrees to -10: unprotected creatures make fort save every hour DC 15 +1 per previous check or take 1d6 nonlethal damage. Heavy Clothing protects the wearer.
  • Cold, Extreme: -10 to -50, unprotected creatures take 1d6 cold damage every 10 minutes and make a fort save DC 15 +1 per previous save or also take 1d4 nonlethal damage. An suit of arctic wear protects the wearer.
  • Cold, Unearthly: -50 and below: take 1d6 cold and 1d4 nonlethal damage every minute.
  • Currents: DC to swim against current as follows, if check made to make progress by subtracting speed from creature’s movement rate. Light currents (light surface/slow moving river): DC 10, speed 5/R, ½ knot, Vigorous current (heavy surf or rushing river): DC: 15, 10-30’/R, 1-3 knots, Dangerous Current (very heavy surf, moderate rapids) DC 20, 40-60’/R, 4-6 knots, Irresistible Current: violent rapids or undersea jets, DC 25, 70-90’/R, 7-9 knots.
  • Drowning: hold your breath for rounds = constitution score if you only take move or free actions, each standard action reduces the duration by an extra +1. After duration, make CON check DC 10 +1 per previous save or begin to drown.
  • Fire, Catching on: DC 15 reflex to avoid, take 1d6 fire damage, each round make save or take damage. If succeeds the fire is out and no damage. Rolling on ground grants +4 on save.
  • Flame Storms: These magical storms rain fire from the sky, deals 2d6 fire damage per round and automatically sets flammable materials on fire, -4 on listen checks, -2 on ranged attacks if made of wood. Usually lasts 5d6 rounds.
  • Flaywind: These magical storms propel sand as to scour flesh from bones, usually the center of a normal sandstorm. Lasts 1d4 x10 hours. Creatures and objects within with hardness less than 5 take 1d4 lethal damage per round.
  • Fog: obscures all sight including darkvision beyond 5’, those within 5’ have concealment (20% miss).
  • Heat: 100-140 degrees, unprotected creatures make a fot save DC 15 +1 per previous save or take 1d4 nonlethal damage every 10 minutes (heavy armor +4 on DC). A desert outfit provides protection.
  • Heat, Extreme: 140-180 degrees: unprotected creatures take 1d6 lethal damage every 10 minutes and make fort saves DC 15 + 1 per previous save or take 1d4 nonlethal damage. Acts as a heat metal spell.
  • Heat, Unearthly:180+ degrees, unprotected creatures take 1d6 lethal and 1d4 nonlethal damage every round and acts as a heat metal spell.
  • Ice: counts as difficult terrain, balance/tumble DCs +2.
  • Lava: exposure deals 2d6 fire damage per round, immersion deals 20d6. Continue to take 1d6 damage for 1d3 rounds after exposure.
  • Quicksand: D 10 swim check to stay in place, DC 15 check to move 5. If trapped creature fails this check by 5 or more, it sinks and most hold its breath. Creatures below surface can swim to surface with swim check DC 15 + 1 per round under surface. DC 15 STR check to pull someone from quicksand.
  • Rain: Reduced visibility by ½, -4 on spot and search checks, extinguishes open flame, 50% to put out protected flame sources, -4 on ranged attacks.
  • Sand: usually 1 foot deep, counts as difficult terrain, tumble checks +2 DC.
  • Sand, Deep: up to 3 feet deep, counts as difficult terrain and requires 3 squares of movement, tumbling is impossible.
  • Sleet, Acid: Squall of acidic sleet lasts for 1d6 rounds and deals 1d6 damage per round of exposure and usually leaves patches of acid slush. Acid slush deals 1d6 damage on contact and 6d6 acid damage on immersion. Spotting it requires DC 20 survival check. Its one foot deep and counts as difficult terrain. .
  • Sleet Razor: This supernaturally sharp ice storm usually occurs within a normal storm and lasts 1d8 rounds and deals 1d4 slashing and 1d6 cold damage per round.
  • Smoke, Thick: Grants creature more 5’ feet away concealment. Must make fortitude each round DC 15 + 1 per previous check or do nothing but choke and cough for the round. Choking in 2 consecutive rounds deals 1d6 nonlethal.
  • Snow: as rain.
  • Snow, Heavy: as rain, but also restricts visibility as fog.
  • Snow, Blood: these brief periods of negatively charged snow flurries must make a save every minute, fort save DC 15 +1 per previous save or take 1d2 STR and CON damage. After 10 minutes of exposure a creature must make a DC 20 fort save or gain a negative level.
  • Snow Field, up to 2’: Up to 24 inches deep is difficult terrain for small creatures.
  • Snow Field, More than 2’: inches is difficult terrain for large and smaller creatures
  • Storms:
  • Water: a swim check allows you to swim ¼ quarter its movement rate as a move action (unless there is a swim speed). Underwater bludgeoning and slashing attacks at -2 and half damage. Ranged attacks are at -2 per 5’ of water traveled through. Fire spells require caster check DC 20 + spell level. Invisibility effects leaves a visible ‘bubble’, provides concealment (20%) but not total concealment.
  • Water, Cold: deals 1d6 nonlethal damage per round. Anyone taking this damage is fatigued.
  • Water, Deep: deals 1d6 damage per minute for every 100 feet below the surface, a fort save DC 15 +1 per previous save) means no damage for that minute. Aquatic creatures take no damage unless below 500’ and then its 1d6 per 200 feet below that depth.
  • Water, Flowing: Swift water moves at 10-40 feet per round, rapids at 60-90 feet per round. DC 20 swim check to avoid going under if swept away by water moving at least 60. DC 20 to move in any direction. Creatures swept away take 1d4 nonlethal per round and 1d6 lethal if flowing over water.
  • Water, Flash Flood: Raises water level by 1d10+10 feet in 1d4 minutes, struck by initial wall of water maust make DC 15 reflex save or take 3d6 bludgeoning damage and are caught in swiftly flowing water .
  • Wind: Winds may require a fort side to avoid being knocked down (or back 1d6x5’ for flyers), checked (can’t move forward), blown away- knocked prone and 1d4 nonlethal damage or back 1d6x10’ & 2d6 nonlethal for flyers. Light winds; 10 mph, Moderate Winds: 11-20 mph, 50% extinguish torches etc, Strong Winds: 21-30 mph, listen and ranged attacks -2, 50% extinguish protected light source, Tiny or smaller creatures fort DC 10 knocked down, Severe Winds: 31-50 mph, -4 ranged & listen, Fort DC 15, tiny- blow away, small-knocked down, medium- checked. Windstorm: 51-74 mph, no ranged attacks, listen -8, fort save DC 18 small or smaller- blown away, medium-knocked down, large or huge- checked. Hurricane: 75-175 mph, no ranged or listen, fort DC 20, medium or less- blown away, large- knocked down, Huge- checked. Tornado: 175-300 mph, no listen or ranged, fort save DC 30, large or less- blown away, Huge- knocked down, Gargantuan/colossal: checked.

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