Conditions: Does not apply in Winter.
Requirement: Always preceded by a @< EVENT > HAILSTORM; accompanied by a @< EVENT > THUNDERSTORM.
Stats: $500$ feet diameter; moves at rate $60$.
Behavior: Chases PCs for $2d6$ rounds; affects property/housing first in settlements.
Effect: Identical to @+Control Weather spell (Tornado).
Conditions: Does not apply in Winter.
Detection: Spotted only if the party includes a [Barbarian], [Ranger], [Witch], [Druid], [Shaman], or [Scout].
Conditions: Narrative/Occult.
Duration: $1d6$ rounds.
Mechanics: Only PCs can hear it. Pass a Spell Save DC15 or suffer $1d10$ damage (bleeding from eyes/ears).
Curse: Those damaged must pass a second Spell Save DC15 or be Cursed (as per a random cursed scroll).
Composition: $5d4 + 30$ [Warriors] (Level 1) led by a Level 5 Warrior Leader.
Magic: 25% chance of a [Shaman] (Leader if Level 6+).
Equipment: 25% chance of poisoned arrows (Class $1d3$ poison).
Behaviour: Highly aggressive; strangers met with arrows unless reaction is favourable.
Conditions: At Sea; Does not apply in Winter.
Stats: Size/Damage of a [[Class III Air Elemental]].
Behaviour: Attacks a random PC on deck and deals $1d6$ hull damage per round.
Combat: Natural phenomenon; immune to combat and Dispel Magic. Dissipates after $1d6$ rounds.
Duration: $1d6$ hours.
Penalty: All PCs are at Disadvantage on all rolls.
Sanity Loss: Each hour, pass a Spell Save DC20 or lose $1d3$ INT and WIS.
Insanity: PCs falling below $3$ in either stat go violently insane until the music stops.
Recovery: Stats regain at $1d3$ per turn afterward; permanent insanity check required for those who went mad.
Conditions: At Sea; Does not apply in Winter.
Distance: Forms $1d10 \times 10$ yards away.
Escape: % chance to escape equals the distance in yards.
Effect: Small ships ($<50$ ft) are $75\%$ likely to be swallowed. Larger ships suffer $2d6$ hull damage.
Significance: Malice of the [[Ashen Worm]].
Area: $1d10$ miles diameter centred on PCs.
Effect: Topography warps into vertiginous glacial slopes in all directions.
Sanity: If topography is impossible, pass a Spell Save DC20 or go insane. See Lore: 3. Madness (Insanity)
Navigation: Automatically Lost; movement reduced to $1/4$.
Encounters: All random encounters must be [[ABBERATION]], or [[FIEND]].
Conditions: Daylight hours only; Does not apply in Winter.
Detection: Same as Violet Lotus (Requires specific classes).
Hazard: $1d6$ [[White-Speckled Blue Lotus Zombies]] lurk nearby and attack if the party is sprayed or misses the lotus.
Conditions: Summer only.
Requirement: Always preceded by a Heat Wave ($1d6$ days).
Warning: Animals flee toward PCs.
The Fire: A line of flame $1d10$ miles long, moving at rate $20$.
Effect: Acts as a massive Wall of Fire spell (8d6 fire damage). Only halted by large water bodies or firebreaks.
Conditions: Outdoors only.
Duration: $2d6$ hours.
Buff/Debuff: All PCs are under a Blight spell (reverse Bless spell). Turn Undead/Dæmon rolls are at Disadvantage.
Mechanics: Without sturdy shelter, pass a Constitution check every hour or suffer $1d20$ hp damage.
Duration: $1d6$ hours.
Damage: $1d10$ from debris every hour (Dexterity Save to negate).
At Sea: Boats on rivers/lakes are driven ashore for $3d6$ hull damage.