ENVIRONMENTAL RULES
At the start of each travel period or major change in location, roll a d10. On a result of 1, make an environmental roll. This means that once in every ten travel checks, the environment itself creates a challenge instead of or in addition to a random encounter. Environmental rolls simulate nature working against the party, from storms and floods to disease and heat.
Characters with the correct clothing or protective equipment may ignore most environmental effects, such as cold weather furs blocking frostbite or desert garb preventing heat exhaustion. Some environmental hazards may still apply (such as avalanches or floods), but survival rolls may be made easier or damage reduced when proper protection is in use. Race traits may also negate or reduce effects, such as a Hellion ignoring heat, or a Beastfolk with aquatic lineage avoiding drowning risks.
Terrain Movement
| Terrain | Movement Modifier | Survival Modifier | Notes |
|---|
| Plains / Roads | x1 (normal) | +2 | Easy travel |
| Forest | x0.75 | 0 | Dense cover, limited sight |
| Jungle | x0.6 | -2 | Humid, insect hazard |
| Desert | x0.5 | -4 | Heat, water drain |
| Swamp | x0.5 | -3 | Disease, sinking |
| Hills | x0.75 | -1 | Steep climbs |
| Mountains | x0.5 | -5 | Cold, falling hazard |
| Arctic / Tundra | x0.6 | -4 | Frostbite, low forage |
| Underground / Cave | x0.6 | -3 | Toxic air, low visibility |
| River (Downstream) | x1.5 | -1 | Requires boat |
| River (Upstream) | x0.5 | -1 | Requires boat |
| Ocean / Sea | x1 | -3 (storms) | Wind is key factor |
Survival Hazard (Roll d20 if d10 triggers)
| Roll | Hazard |
|---|
| 1 | Flood, avalanche, or landslide |
| 2 | Sudden temperature shift (freezing or scorching) |
| 3 | Poisonous plants or spore release |
| 4 | Disease-bearing insects or vermin |
| 5 | Quicksand, bog, or sinkhole |
| 6 | Rockfall or collapsing terrain |
| 7 | Hostile fauna (wolves, serpents, insects) |
| 8 | Toxic gas pocket |
| 9 | Strong current or whirlpool |
| 10 | Fog or blizzard reduces visibility |
| 11 | Lightning storm, hail, or sandstorm |
| 12 | Extreme cold, frostbite risk |
| 13 | Extreme heat, dehydration risk |
| 14 | Starvation, no forage available |
| 15 | Lost or spoiled supplies |
| 16 | Magnetic disturbance (navigation fails) |
| 17 | Unstable ground collapse |
| 18 | Swarm of insects, bats, or vermin |
| 19 | Hazard triggers a random encounter |
| 20 | Favorable conditions, survival roll bonus |
Environmental Damage
| Effect | Trigger Example | Damage | Notes |
|---|
| Cold | Snowstorm, arctic travel | 1d6 per hour | Clothing negates |
| Heat | Desert, volcanic travel | 1d6 per hour | Desert gear negates |
| Suffocation | Underwater, gas pockets | 1d10 per minute after air is gone | Aquatic traits may negate |
| Falling | Cliff or mountain fall | 1d10 per 10 feet | Armor does not protect |
| Drowning | Failed swim in deep water | 1d8 per round | Aquatic traits negate |
| Starvation | No food 3+ days | 1d6 per day, cumulative | Food negates |
| Thirst | No water 2+ days | 1d8 per day, cumulative | Water negates |
Foraging and Supplies
| Action | Roll | Result |
|---|
| Hunt animals | 1d20 + Animal stat | 1d4 party members fed |
| Gather plants | 1d20 + Wisdom stat | 1d4 party members fed |
| Forage failure | N/A | 1d8 damage + sickness for 24 hrs |
Environmental Fatigue
| Fatigue Points | Effect |
|---|
| 1–2 | No penalty |
| 3 | –1 to all rolls |
| 5 | Movement halved |
| Reset | Safe long rest in shelter or proper protection |
Wind and Weather (Land & Sea)
| Wind Type | Effect |
|---|
| Tailwind | +25% speed, easier navigation |
| Headwind | –25% speed, harder navigation |
| Crosswind | Normal speed, ranged –2 |
| Storm wind | 50% speed, capsizing risk |
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