Passive Anomalies Modifier (d20)

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.