d30 | Environment | Adjustment |
---|---|---|
1 |
Swamp |
-1 Mobility |
2 |
Slippery |
Risk Rolls result in Knockdown |
3 |
Mist |
-1 Perception |
4 |
Flickering Lights |
1-8 Rolls make attacks land on random targets |
5 |
Water (up to knee) |
-1 Mobility |
6 |
Water (up to waist) |
-2 Mobility |
7 |
Toxic |
-1 Vigor |
8 |
Optical Illusions |
-2 Perception |
9 |
Acidic |
1 Damage/Tile upon Movement |
10 |
Vines |
-1 Threat |
11 |
Frost |
-2 Mobility |
12 |
Flammable |
Fire Spells cause explosion and 1D20 Fire Damage |
13 |
Sharp Rocks |
Risk Rolls cause 1D10 Damage |
14 |
Antimagic Runes |
Spells suffer -1 Grit Level |
15 |
Filled with Traps |
Random Trap at the end of each Round causes 1D10 Damage to 1 Target |
16 |
Conductive |
Lightning magic damages everyone in huge radius |
17 |
Limited Air |
Light sources are negated |
18 |
Asphyxiating |
Air runs out within 10 Rounds |
19 |
Pit |
Movement triggers Mobility Roll to avoid falling into a Pit |
20 |
Chasms |
Area filled with chasms requires 2 Actions for regular Movement with caution |
21 |
Secret Magnets |
Metallic Items cannot be used properly |
22-30 |
Complex Structure |
Missiles suffer -2 Grit Levels |