Conditions: Summer only.
Mechanics: Unless magically protected, random party NPC member must pass a Constitution check DC15 or suffer $1d10$ damage.
Unconsciousness: On damage, make a Constitution check DC15 or fall unconscious for $1$ hour per point of damage.
Dehydration: While unconscious, take an additional $1d10$ damage per hour unless given water/care.
Conditions: Winter only.
Intensity: $3d10+10$ inches of snow in $3d4$ hours.
Vision/Move: Reduced to $1/8$ normal.
Navigation: Parties with a [Ranger] have a $5$-in-$6$ chance of getting lost; others are Automatically Lost.
Restrictions: Tracking impossible; Climbing is suicidal (automatic fall).
Disposition: Grudging; hates company.
Stat: $25\%$ chance of a classed NPC; $25\%$ chance of insanity.
Benefit: Good reaction rolls may provide valuable local information.
Composition: $5d4$ [Shortbowmen] (Warrior Level 1) led by a Level 5 leader and $3d6$ Hunting/ Sled Dog.
Magic Support: $10\%$ chance of a [Shaman], [Druid], or [Cleric].
Behaviour: Will challenge intruders on poor reaction rolls.
Conditions: Does not apply in Winter.
Precipitation: $3d4$ inches of rain in $1d12$ hours.
On Land: * Damage: $1d10$ from debris every hour (Dexterity Save DC15 to negate).
Vision/Move: $1/8$ normal.
Navigation: Same as Heavy Blizzard (Automatic loss without Ranger).
At Sea: $10\%$ chance of sinking. Ship takes $1d6$ hull damage/hour. Ships automatically become lost and end up Becalmed.
Conditions: Winter only; At Sea.
Collision: If surprised, $25\%$ chance to strike for $7d4$ hull damage.
Speed: Forced to move at $1/4$ rate for $1d10$ days. Exceeding this triggers daily $25\%$ collision checks.
Conditions: Does not apply in Winter.
Effect: $100$-yard cloud acting as an Insect Plague spell. Departs in $1d6$ turns if not dispersed.
Conditions: At Sea.
Crew: Level $1d6+6$ [[Ixian Necromancer]] with $1d4+1$ doses of [ @Dust of Paralysis ].
Minions: Either $2d4+10$ [Light Infantry] or [[@Zombie (Living Dead) ]].
Cargo: $1d10 \times 10$ shackled slaves below decks.
Area: $1d20$ miles diameter for $1d12$ hours.
Hazards: $10\%$ chance per hour a PC is targeted by a lava ball (exactly as a Fireball spell of $2d4$ level).
Aftermath: Vapors act as a Smoke Cloud for $2d4$ days.
Duration: $1d3$ turns of dancing lights.
Trigger: $50\%$ chance of an immediate random encounter with an[[ABBERATION]], or [[FIEND]].
Conditions: Night hours only.
Duration: $1d3$ hours.
Buff: All [Magicians] gain $+2$ Caster Level for spell effects/ saves/ durations.
Duration: $1d6$ turns.
Mechanics: Even @Silence cannot stop them.
Sanity Loss: Every turn, pass a Spell Save DC15 or lose $1$ point of INT and WIS.
Insanity: If INT/WIS falls below $3$, PC goes violently insane. Permanent insanity check required if temporary insanity was reached. See Lore: 3. Madness (Insanity)
Recovery: Points restore at $1$ per turn after whispers end.
Trigger: $25\%$ chance of an immediate [[ABBERATION]] encounter afterward.
Significance: A dazzling omen in the sky.
Mechanics: The PC with the best Spell Save must roll.
Success: All party members gain a Bless spell for 24 hours.
Failure: All party members suffer a Blight spell (reverse Bless spell) for 24 hours.
Conditions: Desert only; Does not apply in Winter or at Night.
Effect: An oasis appears to move away as PCs approach.
Navigation: Referee secretly rolls the chance of getting lost every hour.
Vanishing: 25% chance to vanish every hour; always vanishes at sunset.
Dehydration/Insanity: If lacking water when it vanishes, PCs must pass a Spell Save DC15 or develop a random insanity.
Conditions: Night hours only.
Effect: One random PC/NPC party member feels a star is leering at them.
Mechanics: Must pass a Spell Save DC15 or lose $1$ point each of INT and WIS for 12 hours.
Conditions: Desert only.
Taint: 25% chance the water is undrinkable (Salt or Poison).
Poison: Drinking tainted water requires a Constitution (Poison) DC13 Save or suffer a Level $1d5$ ingestible poison.
Fauna: 50% chance that random animals are present at safe water sources.
Mechanics: Pass a Constitution Check or contract a leprosy condition (effects of [[Mummy Rot]]).
Urban Centre: In settlements, PCs must save every day. $2d20$ bodies are burned daily.
Duration: Settlement remains dangerous for $8d4$ days. Highly contagious.
Conditions: Multiple planets in conjunction with Saturn.
Duration: $1d3$ hours.
Buff: All [Spell casters] are at $+3$ Caster Level for spell effects/ durations.
Area: $30$-foot diameter reeking cloud centred on PCs.
Effect: 75% chance of a Stinking Cloud spell; 25% chance of a Cloudkill spell.
Duration: Dissipates in $1d10$ rounds.
Stat: 25% chance of a classed NPC. Non-hostile unless attacked.
Loot: 25% chance of a treasure map ($50\%$ chance the map is fake/work of a madman).
Conditions: Does not apply in Winter.
Area: $10 \times 10$ foot square; $10$ feet deep.
Entry: Creature sinks $1d4 + 1$ feet and is Restrained.
Turn Start: Creature sinks an additional $1d4$ feet.
Solo Escape: Use Action; pass Strength Check ($DC = 10 + \text{feet sunk}$).
Assisted Rescue: Rescuer uses Action; pass Strength Check ($DC = 5 + \text{feet sunk}$).
Submerged: If sunk $10$ feet, the creature cannot breathe (apply Suffocation rules).
Rescue: $1$ round with a rope/pole.
Origin: Descends from the stars.
Area: $1d6 \times 100$ yards diameter for $6$ rounds.
Effect: Identical to an Acid Cloud spell.
Conditions: Does not apply in Winter.
Damage: $2d20$ damage (Dexterity Save DC15 for half).
Burial: $20+$ damage results in burial and suffocation in $5d4$ rounds.
Climbing: Must pass a Strength save DC15 or fall $1d10 \times 10$ feet. Fall is automatic on $20+$ damage.
Conditions: Does not apply in Fall or Winter.
Detection: Same as Golden Lotus (Barbarian/Ranger/Witch/Druid/Shaman/Scout required to spot if not surprised).
Effect: Sinkhole $1d6 \times 10$ feet deep opens under a PC.
Damage: Falling damage is halved, but the PC cannot climb out without help.
Area: $1d20$ miles diameter for $4d6$ hours.
Vision/Move: $1/8$ normal.
Navigation: Automatic loss without a [Ranger].
Choking: Unless sheltered/protected mouth, pass an Dexterity Save DC15 every turn or suffer $1d6$ choking damage.
Conditions: At Sea.
Area: $5d4$ miles diameter for $1d20$ days.
Morale: NPC morale and loyalty is halved.
Taint: 10% daily chance fresh water stores turn to blood.
Night Terror: 10% nightly chance of encountering a Ghost Ship with $2d4$ [[ @Vampire (Undead Type 11) ]].
Area: $1d6$ miles diameter for $1d8$ days.
Vision: Same as Fog Cloud. Movement halved; loss chance doubled.
Encounters: All random encounters are forced to be [[ABBERATION]], or [[FIEND]].
Teleportation: 25% chance when leaving to be moved $1d10 \times 10$ miles in a random direction.
Area: $1d6 \times 10$ feet wide; $2d6 \times 10$ feet deep.
Mechanics: Pass a Dexterity save DC15 or fall for standard damage.
Marsh: Pit fills with water; drowning occurs in $6d6$ rounds.
Conditions: Does not apply in Summer.
Vision/Move: Reduced to $3/4$. Tracking and Climbing halved.
Conditions: Daylight hours only; Does not apply in Winter.
Detection: Same as Golden Lotus (Barbarian/Ranger/Witch/Druid/Shaman/Scout required to spot if not surprised).
Conditions: Winter; Daylight hours only.
Mechanics: Pass a Constitution save or be blinded for $1d4$ hours.
Conditions: Winter only.
Intensity: $3d6$ inches of snow in $4d6$ hours.
Vision/Move: Reduced to $1/2$. Lost chance increased by $1-in-6$. Tracking/Climbing halved.
Event: Meteorite falls $1d4$ miles away.
Value: $1d12 \times 1d10$ thousand GP in major cities.
Curse: While held, all random encounters are [[ABBERATION]], or [[FIEND]].
Conditions: Winter only; Glacial terrain.
Effect: $6d6$ damage lightning bolt strikes the PC carrying the most metal (Dexterity Save DC15 for half).
Secondary Trigger: 25% chance of an Aurora appearing $1d20$ minutes later.
Duration: $1d3$ hours.
Buff: All [Spell Casters] gain $+1$ Caster Level.
Significance: Monumental Occult Event.
Duration: $1d20$ days.
Buff: Evil [Spell Casters] only have their Caster Level doubled for spell effects and duration.
Undead/Daemons: Cannot be Turned.
Encounters: All random encounters must be [[ABBERATION]], or [[FIEND]].
Referee Note: Potential for world-changing events (e.g., Kthulhu rising).
Conditions: Does not apply in Winter.
Effect: Random PC falls through ice into a $1d6 \times 10$ foot deep hole (Standard fall damage).
Escape: Climbing chance is halved due to icy walls.
Conditions: Does not apply in Winter.
Precipitation: $1d8$ inches of rain in $1d4$ hours.
Penalties: Vision/Move/Track/Climb all halved. Lost chance increased by $1-in-6$.
Equipment: Non-magical bows are unusable.
Hazard: If not sheltered, 10% chance per turn a $6d6$ damage lightning bolt strikes the PC with the most metal (Dexterity Save DC15 for half).
Secondary Trigger: 25% chance of a Flash Flood in Hill, Desert, Mountain, River, or Lake terrain.