d20 | Result |
---|---|
1 |
Low Gravity: Every creature within the biome is lighter, they jump 15 ft higher and fall slower. |
2 |
Magnetic interference: Long range attacks from weapons made of metal are rolled at a disadvantage. Constructs also roll everything at a disadvantage. |
3 |
Low Oxygen: Every hour players have to roll a DC 10 CON save to breath, if they fail they gain 1 level of exhaustion. Upon succeeding, nothing happens but increase the next DC by 1. |
4 |
Elite Threat: Dangerous creatures are more likely to show up. |
5 |
Spell Scar: All creatures within the area have disadvantage on All Magic related rolls. |
6 |
High Gravity: Treat everywhere as difficult terrain even when flying. All creatures have disadvantage on Acrobatics (Dex), Stealth (Dex) & Athletics (Str) skill checks. |
7 |
Umbral Fog: You're shrouded in magical darkness, all Navigation Rolls are made with disadvantage. Reduce range attack/spell by 15ft. |
8 |
Non-euclidean space: Add +3 to all stress gained. |
9 |
Arcane Evaporation: Every spell slot spent, you need to roll a DC 10 Arcana (Int) check to not lose an extra spell slot. |
10 |
Illusionary Miasma: All creatures have disadvantage on concentration saves. |
11 |
Necrotic Air: Creatures within an area can't regain hit points from spells or items. |
12 |
Mold Spores: You require double as much rations as normal to avoid starvation. |
13 |
Sound vacuum: No creature can cast spells with verbal components, thunder damage does no damage and all creatures become deafen. |
14 |
Wandering thoughts: Unknown thoughts found its way inside of your mind, you need to roll a DC 5 Int/Wis save, become frightened and gain 5 stress on a failure. On a critical failure. You become mad (the mechanic) and gain 15 stress. |
15 |
Lingering wounds: You can’t regain any hp for the entirety of the mission. |
16 |
Corrosive grounds: This area is plagued by a mysterious supernatural corrosion. The ground slowly eats away at anything it touches, including armor, weapons, and even the adventurers themselves. |
17 |
Arcane BrainRot: Casting spells inflicts stress upon caster. |
18 |
Dark Slumbering Depths: The party is inflicted with 20 stress everytime they stress. |
19 |
Crystallization: When an attack roll succeeds, it becomes a critical success. |
20 |
No Escape: You can’t run from a fight. |