d20 | Result |
---|---|
1 |
A red rain pours across the arena, causing mild confusion and despair. All wisdom-related checks and saves have a disadvantage until the next dawn. |
2 |
All tributes receive a mark that beams into the sky like a beacon. Stealth checks have a disadvantage until the next morning, and tributes can be seen from a great distance. |
3 |
Strange echoing roars shake the terrain. Tributes must succeed on a DC 13 Wisdom save or take 1 level of exhaustion from fear. And roll on the Fear Table |
4 |
No natural light reaches the arena. Even magical light is dimmed. Until sunrise darkvision does not work and torches give only 5 ft of dim light. |
5 |
Dead tributes’ spirits briefly rise haunting the arena and imposing a -2 penalty on all attack rolls. |
6 |
Nightfall brings a sudden curse of weakness; all damage dealt is halved until the next morning. Roll on the Fear table |
7 |
Every tribute’s pack has a different inventory, switch inventories with the player on your right |
8 |
A giant crimson moon fills the sky. All attacks deal +1 damage for the next day, but healing magic is halved. |
9 |
A toxic rain falls over the land. Those without cover must succeed on a DC 15 Con save or start the next day poisoned. |
10 |
Nightmares take over your sleep, take one level of exhaustion and roll on the Fear table |
11 |
Floodlights activate in the trees. For the next day, everyone in forested areas is under constant dim light, removing all stealth bonuses. And creating disadvantage in forest areas |
12 |
All water sources turn brackish and undrinkable. Waterskins are safe. Those without water must find alternative hydration or take 1 level of exhaustion. |
13 |
Gamemakers' voice speaks from the sky: “Let’s raise the stakes.” The next tribute to make a kill gains a random powerful magical item. |
14 |
No magic works. None. Until dawn, the arena is a dead magic zone. All spells, enchanted weapons, and magical items go inert. |
15 |
Capitol holograms show loved ones begging them to give up. Each tribute makes a DC 16 Wisdom save or roll on the Fear table |
16 |
All food decays in 4 hours. Ration Packs, Goodberries, and found fruit rot into mush. Tributes must forage or starve. |
17 |
Weapons become cursed with illusions. DC 13 Int save or your weapon appears to you as a loved one each time you draw it. Attacks against humanoids are at disadvantage. Roll on the Fear table |
18 |
Tribute’s blood now glows faintly. Anyone injured leaves a trail. Stealth is nearly impossible while wounded. |
19 |
The walls are closing in, the arena has now become smaller then before (draw a new circle) tributes outside the circle will be pushed to the edge of the new circle |
20 |
Gravity pulses. At dawn, everyone must make a DC 14 Dex save or fall prone. Climbing and jumping checks are at disadvantage for the next 12 hours. |
d20 | Result |
---|---|
1 |
You’re buried alive in your dreams. Wake up gasping. Gain 1 level of exhaustion. |
2 |
You hear your district partner screaming, but can’t find them. Disadvantage on all Insight and Perception checks until next dawn. |
3 |
Your family is watching. Judging. Crying. Roll a DC 13 Charisma save or gain the flaw: “I must prove I deserve to survive.” until the next day. |
4 |
Your mouth vanishes in your reflection. You cannot speak coherently or cast spells with verbal components until you pass a DC 15 Charisma save (1/ each hour until next dawn). |
5 |
A shadow stalks you. For the next day, you think someone is always watching. Disadvantage on Stealth and long rests cannot reduce exhaustion. |
6 |
You relive your Reaping. Gain the condition "Frightened" for the first combat of the next day. |
7 |
Every tree has eyes. Roll a DC 14 Intelligence save or become Paranoid. You waste time double-checking everything, halving movement speed for 1 hour. |
8 |
You think your weapon is cursed. Make a DC 15 Wisdom save or refuse to use your best weapon for the next day. |
9 |
You hear a cannon, but no death appears. You must succeed a DC 14 Wisdom save or assume someone faked their death and become obsessed with finding them. |
10 |
You dream of being hunted by mutts. Disadvantage on Perception checks until the next dawn due to being afraid of them stalking you. |
11 |
Your skin feels like it’s crawling. Make a DC 14 Constitution save or be unable to wear armour/clothing for 4 hours. |
12 |
You hear the anthem in reverse. You become Delirious. For 1 hour, you trust no one and attack if touched. |
13 |
You awaken and everything is normal… but your hands are not your own. Auto-fail next saving throw due to lingering shock. |
14 |
You believe you’re the only one left. If failed DC 13 Charisma save, you gain disadvantage on all team-related rolls or Aid actions for the day. |
15 |
You're back in the Capitol. The crowd is cheering for your death. DC 15 Wisdom save or you take disadvantage on death saves until your next long rest. |
16 |
You believe you've already died and are haunting the arena. Until you take damage, you cannot willingly use healing items or hide. |
17 |
Your hands feel like they're not attached to you. Roll a DC 13 Constitution save or suffer disadvantage on attack rolls for the next day. |
18 |
You dream of turning into a muttation. DC 14 Wisdom save or believe it’s real, gaining disadvantage on saving throws against charm/fear until cured. |
19 |
You’re absolutely convinced you’re in a play. You monologue uncontrollably whenever you do something, explaining what you are planning |
20 |
You’re constantly hungry, no matter how much you eat. |