GROUND TRAVEL DICE in Oroccid | World Anvil

GROUND TRAVEL DICE

Players ROLL a d12 (DM rolls modifier of d4 for every roll to add chaos to it all! If it goes above 12, just start at the top again)
ROLL RESULT
1 2 days Pass uneventfully
2 INFESTED EFFECTS (roll INFESTED dice)
3 A dense fog rolls in, blocking landmarks and the sky, making navigation questionable (roll FOG dice)
4 3 days Pass uneventfully
5 BAD WEATHER - (type based on location) point of exhaustion next day if they do not hunker down
6 NATURAL HAZARD (roll HAZARD dice)
7 HUNTER ATTACK (roll HUNTED dice)
8 MONSTER ATTACK from random Summoning Circle
9 RANDOM EVENT - Glumdrall (Archfey), Dragon attack, meet story NPC on road, etc
10 Uneventful trip, arrive there without complications
11 4 days Pass uneventfully
12 1 day Passes uneventfully.
    * Explanations from DMG

Avalanches
  • A typical avalanche (or rockslide) is 300 feet wide, 150 feet long, and 30 feet thick. Creatures in the path of an avalanche can avoid it or escape it if they’re close to its edge, but outrunning one is almost impossible.
  • When an avalanche occurs, all nearby creatures must roll initiative. Twice each round, on initiative counts 10 and 0, the avalanche travels 300 feet until it can travel no more. When an avalanche moves, any creature in its space moves along with it and falls prone, and the creature must make a DC 15 Strength saving throw, taking 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one.
  • When an avalanche stops, the snow and other debris settle and bury creatures. A creature buried in this way is blinded and restrained, and it has total cover. The creature gains 1 level of exhaustion for every 5 minutes it spends buried. It can try to dig itself free as an action, breaking the surface and ending the blinded and restrained conditions on itself with a successful DC 15 Strength (Athletics) check. A creature that fails this check three times can’t attempt to dig itself out again.
  • A creature that is not restrained or incapacitated can spend 1 minute freeing a buried creature. Once free, that creature is no longer blinded or restrained by the avalanches

Exhaustion
LEVEL EFFECT
  • 1 Disadvantage on ability checks
  • 2 Speed halved
  • 3 Disadvantage on attack rolls and saving throws
  • 4 Hit point maximum halved
  • 5 Speed reduced to 0
  • 6 Death
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description. A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.

An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1.

Frigid Water
  • A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures that are naturally adapted to living in ice-cold water.

Quicksand Pit
  • A quicksand pit covers the ground in roughly a 10-foot-square area and is usually 10 feet deep. When a creature enters the area, it sinks 1d4 + 1 feet into the quicksand and becomes restrained. At the start of each of the creature’s turns, it sinks another 1d4 feet. As long as the creature isn’t completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can’t breathe (see the suffocation rules in the Player’s Handbook).
  • A creature can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength check. The DC is 5 plus the number of feet the target creature has sunk into the quicksand.

Razorvine
  • Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge of razorvine has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage.
  • When a creature comes into direct contact with razorvine for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5 (1d10) slashing damage from the razorvine’s bladelike thorns.

Sight Rot
  • This painful infection causes bleeding from the eyes and eventually blinds the Victim.
  • A beast or Humanoid that drinks water tainted by sight rot must succeed on a DC 15 Constitution saving throw or become infected. One day after infection, the creature’s vision starts to become blurry. The creature takes a −1 penalty to Attack Rolls and Ability Checks that rely on sight. At the end of each Long Rest after the symptoms appear, the penalty worsens by 1. When it reaches −5, the Victim is Blinded until its sight is restored by magic such as Lesser Restoration or heal.
  • Sight rot can be cured using a rare flower called Eyebright, which grows in some swamps. Given an hour, a character who has proficiency with an Herbalism Kit can turn the flower into one dose of ointment. Applied to the eyes before a Long Rest, one dose of it prevents the disease from worsening after that rest. After three doses, the ointment cures the disease entirely.

Slippery Ice
  • Slippery ice is difficult terrain. When a creature moves onto slippery ice for the first time on a turn, it must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone.

Thin Ice
  • Thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through.
FOG DICE (roll d4): (can be avoided if Group makes camp and waits out the fog, add 1 day to journey.)

ROLL RESULT
1 The group pushes through the fog and stays on course.
2 The group pushes through the fog finds a cliff cutting off their path, no bridge in site, the other side over 200 yards away. Add 2 days to find alternate path.
3 The group pushes through the fog (SURVIVAL Check). If not a 15 or higher, they veer off-course, lose 2 days as they right course once the fog lifts.
4 All group makes SURVIVAL Check. Lowest is separated from group and they lose one day looking for them.
HUNTED DICE(roll d6), then (roll d4 for day (2,4) or night (1,3) attack):

ROLL RESULT Creature
1 LOLTH Giant Spider, Giant Wolf Spider
2 TIAMAT Young Dragon (depending on region)
3 CTHULHU Star Spawn Mangler
4 FIENDS Cacklers (3x)
5 ORCS 3x
6 Geographical Monstes (see region)
NATURAL HAZARD DICE(roll d4):

ROLL REGULAR COLD DESERT FOREST ROCKY
1 Quicksand Pit* Thin Ice* Quicksand Pit* Old trap Loose rocks (diff. terrain)
2 Steep Rock Incline Ice Incline Stone Incline Steep Hill Rocky Incline
3 Avalanche Avalanche Sandstorm (decreased vision, massive slowdown, exhausted if they push too much) Falling trees Rockslide
4 River Rapid Crossing Frigid Water* Oasis Mirage (throws them off course by 1 day) Fey Creature Lava River
5 Razorvine* Jagged Ice Shards (WIS check not stand under and look up) Wake up to Scorpion in sleeping mat Poison Ivy Magmin
6 DM CHOICE DM CHOICE DM CHOICE DM CHOICE DM CHOICE

INFESTED EFFECTS DICE (d100):

ROLL RESULT
1 - 5 1-5 Intense buzzing or grinding noises fill the region for the next 24 hours. With the exception of truly cacophonous sounds, creatures can only hear speech and noises that originate within 10 feet of them.
6 - 10 6-10 A mass migration of insects begins, with waves of Tiny bugs crawling over everything in the region. Creatures cannot take a short or long rest in the region for the next 24 hours.
11 - 15 11-15 A swarm of bioluminescent flies converges on one random creature in the region. For the next minute, the creature sheds dim light in a 10-foot radius, any attack against it has advantage if the attacker can see it, and the creature can’t benefit from being invisible.
16 -20 16-20 A boil of termites bursts from the ground, along with dozens of bones and an emeralds (1000GP), ruby (5000 GP), onyx (50GP), or jade (100GP)
21 - 25 21-25 A cricket-shaped creature with the statistics of a cat bounds up to one random creature and follows it like an affectionate pet for 24 hours before scampering off.
26 - 30 26-30 A cluster of 1d4 + 2 faintly glowing grubs appears in an unoccupied space within 30 feet of the party. Any creature that consumes one of these succulent grubs receives the benefits of a potion of healing.
31 - 35 31-35 A large, psychedelically colored moth flies over the party, dusting the characters with strange powder. Creatures the moth flies over must succeed on a DC 16 Constitution saving throw or be charmed by all creatures for 1 hour.
36 - 45 36-45 The region is choked with wispy webbing, which acts as difficult terrain.
46 - 50 46-50 Nearly every surface is covered with discarded cicadae-like shells that crunch loudly when trod upon, imposing disadvantage on Dexterity (Stealth) checks made while moving across them. The shells vanish after 1 hour.
51 - 55 51-55 A massive, bloated maggot emerges from the ground within 10 feet of the party and bursts, covering the ground with ichor in a 10-foot square centered on it. This region is affected by the grease spell (save DC 13) for 1 minute.
59 - 60 56-60 The ground opens up beneath one random creature, creating a quicksand pit.*
61 - 65 61-65 One random creature in the region must succeed on a DC 16 Constitution saving throw or contract the sight rot* disease (seeBELOW) from minute parasites.
66 - 70 66-70 Dung-colored bugs cover the ground. Creatures that move at half their normal walking speed can ignore the bugs. Those that move faster must succeed on a DC 16 Constitution saving throw or become poisoned until the start of their next turn. A creature poisoned in this way has its speed reduced to 0, as it is overcome by the squashed insects’ foul smell. Creatures that don’t need to breathe automatically succeed on this saving throw.
71 - 75 71-75 One of the characters in the region must succeed on a DC 15 Wisdom saving throw or be transformed into a giant spider, as if by the polymorph spell. The spell lasts for 1 hour or until dispelled.
76 - 80 76-80 One random creature in the region must succeed on a DC 16 Constitution saving throw, or it acquires a ravenous silverfish infestation among its gear. The infestation is discovered the next time the creature finishes a short or long rest. If the creature has any paper material, the silverfish destroy one random book or other paper item that isn’t magical.
81 - 85 81-85 One random creature in the region must succeed on a DC 16 Constitution saving throw or become host to a particularly aggressive tapeworm. The affected creature gains no benefit from eating until it receives treatment that removes a disease. A creature immune to disease automatically succeeds on this saving throw.
86 - 90 86-90 Biting mites infest creatures’ clothing in the region. Any creature wearing medium or heavy armor has disadvantage on attack rolls, ability checks, and saving throws for the next 24 hours.
91 - 95 91-95 Tiny arachnids invade unattended spaces. The next time one random creature in the region dons its clothing or armor after finishing a long rest, it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) poison damage.
96 - 100 96-100 Countless tiny, bloodsucking insects infest the region for the next 1d6 hours. Every hour, each creature in the region must succeed on a DC 10 Constitution saving throw or gain 1 level of exhaustion. The insects don’t affect creatures that are immune to disease.