ENVIROMENTAL RULES


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

TerrainMovement ModifierSurvival ModifierNotes
Plains / Roadsx1 (normal)+2Easy travel
Forestx0.750Dense cover, limited sight
Junglex0.6-2Humid, insect hazard
Desertx0.5-4Heat, water drain
Swampx0.5-3Disease, sinking
Hillsx0.75-1Steep climbs
Mountainsx0.5-5Cold, falling hazard
Arctic / Tundrax0.6-4Frostbite, low forage
Underground / Cavex0.6-3Toxic air, low visibility
River (Downstream)x1.5-1Requires boat
River (Upstream)x0.5-1Requires boat
Ocean / Seax1-3 (storms)Wind is key factor

Survival Hazard (Roll d20 if d10 triggers)

RollHazard
1Flood, avalanche, or landslide
2Sudden temperature shift (freezing or scorching)
3Poisonous plants or spore release
4Disease-bearing insects or vermin
5Quicksand, bog, or sinkhole
6Rockfall or collapsing terrain
7Hostile fauna (wolves, serpents, insects)
8Toxic gas pocket
9Strong current or whirlpool
10Fog or blizzard reduces visibility
11Lightning storm, hail, or sandstorm
12Extreme cold, frostbite risk
13Extreme heat, dehydration risk
14Starvation, no forage available
15Lost or spoiled supplies
16Magnetic disturbance (navigation fails)
17Unstable ground collapse
18Swarm of insects, bats, or vermin
19Hazard triggers a random encounter
20Favorable conditions, survival roll bonus

Environmental Damage

EffectTrigger ExampleDamageNotes
ColdSnowstorm, arctic travel1d6 per hourClothing negates
HeatDesert, volcanic travel1d6 per hourDesert gear negates
SuffocationUnderwater, gas pockets1d10 per minute after air is goneAquatic traits may negate
FallingCliff or mountain fall1d10 per 10 feetArmor does not protect
DrowningFailed swim in deep water1d8 per roundAquatic traits negate
StarvationNo food 3+ days1d6 per day, cumulativeFood negates
ThirstNo water 2+ days1d8 per day, cumulativeWater negates

Foraging and Supplies

ActionRollResult
Hunt animals1d20 + Animal stat1d4 party members fed
Gather plants1d20 + Wisdom stat1d4 party members fed
Forage failureN/A1d8 damage + sickness for 24 hrs

Environmental Fatigue

Fatigue PointsEffect
1–2No penalty
3–1 to all rolls
5Movement halved
ResetSafe long rest in shelter or proper protection

Wind and Weather (Land & Sea)

Wind TypeEffect
Tailwind+25% speed, easier navigation
Headwind–25% speed, harder navigation
CrosswindNormal speed, ranged –2
Storm wind50% speed, capsizing risk


Comments

Please Login in order to comment!