Friday, October 19, 2018
1d8 Weird Environmental Encounters
Can be used in almost any terrain. Roll 1d20 to determine the area affected:
1-8 sphere with radius of 1d10x10 ft).
9-13 1 subhex (assumes 1.2 mile subhexes)
14-17 1d4+1 subhexes
18-19 3d6 subhexes
20 The entire hex (assumes 6 mile hexes)
1. The land within a given area is dead and devoid of life. No plants, no animals, no insects dwell within it. Creatures with animal intelligence or lower will instinctively avoid the area; those with higher intelligence feel no such compulsion, but will lose 1 hp per day they remain within the area. There's a 1-2 in 6 chance the area affected is a perfect geometric shape other than a circle.
2. The land within is filled with crystalline life; plants and native animals are composed entirely of living crystal. There's a 1-4 in 6 chance such creatures are valuable as treasure. If so, they will be more dangerous than normal varieties.
3. The ground itself is composed of an unnusual substance, such as glass, spongy vegetable matter, living tissue, etc. There's a 1-2 in 6 chance that the plant in animal life in this area is normal, but otherwise it has adapted to its environment.
4. The area is phospherescent, glowing with a strange, eerie light at night.
5. The area is sentient, and communicates via strange and potent visions that haunt the dreams of any intelligent creatures that sleep within its borders. Druids may be able to communicate directly with the locus genii.
6. The area is radically different from the surrounding terrain. A clearing filled with small sand dunes in the middle of the forest, hundreds of miles away from the ocean, for instance.
7. The area is in constant shadow (1-4) or darkness (5-6). This is visible from the outside, although there is no apparent means of blocking out the light.
8. A strong wind blows in a consistent direction within the area. Any plant life within is twisted and bent in the direction of the winds. There's a 1-2 in 6 chance the winds are strong enough to actually impede movement, and weak or light characters may be blow over.
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