d20 | Hazard |
---|---|
1 |
Poisonous Vines attack the adventurers: |
2 |
Illuvata: hallucinogenic mushrooms affect the adventurers (Vigor). Hallucinations cause disorientation, intense fear, and lucid dreaming. |
3 |
Flesh-Eating Plants: Adventurers suffer 1D20 Grit Damage that can be restored during Rest or after Treatment (Minor Healing: 5). |
4 |
A Maze in the area causes disorientation, doubling Traveling time. The Maze can be forfeited with a Traveling Check (10). |
5 |
The adventurers find themselves Ensnared in a web of mystical threads (Vigor). Within 3 Rounds, Giant Spiders will arrive to devour them. |
6 |
The adventurers enter Burial Ground. While in the area, they suffer a -1 Grit Level penalty to their Vigor due to angered spirits that haunt them. |
7 |
Sprites steal 1 small item from each Adventurer (Perception). |
8 |
A mysterious plant suddenly releases a corrosive Acid. Each adventurer must subject one of their items to a Durability Check. |
9 |
Vaporous Plants assail the adventurers, leaving them with numbed limbs and a -1 Grit Level penalty to their Mobility for 24 hours (Vigor). To remedy this, they can seek treatment through Minor Healing (5). |
10 |
A Curse plagues the land. Adventurers lose their Karma points (Vigor). |
11 |
Pit (Mobility Roll) filled with spikes dealing 1D20 Piercing Damage that can be healed with Minor Healing (5) or will heal after Rest. |
12 |
Mushrooms (Vigor Roll) cause weakness (-1 Grit Level) for 3 hours. The effect can be healed with Minor Healing (5) or will heal after Rest. |
13 |
Thorny Vines (Mobility Roll) block the path, causing 1D10 Slashing Damage if not carefully navigated. The effect can be healed with Minor Healing (5) or will pass after Rest. |
14 |
Toxic Spores (Vigor Roll) fill the air, inducing coughing fits and a -1 Vigor penalty for 3 hours if failed. |
15 |
Unstable Rocks (Threat Roll) create a potential rockslide, causing 1D12 Bludgeoning Damage if not avoided. The effect can be healed with Minor Healing (5) or will fade after Rest. |
16 |
Cursed Waters (Vigor Roll) sap the adventurers’ energy, imposing a -1 Vigor penalty for 3 hours if failed. |
17 |
Whispering Shadows (Perception Roll) play tricks on the mind, inducing paranoia and a -1 Perception penalty for 2 hours if failed. |
18 |
Pit (Mobility Roll) filled with spikes dealing 1D20 Piercing Damage that can be healed with Minor Healing (5) or will fade after Rest. |
19 |
Pit (Mobility Roll) filled with spikes dealing 1D20 Piercing Damage that can be healed with Minor Healing (5) or will heal after Rest. |
20 |
Pit (Mobility Roll) filled with spikes dealing 1D20 Piercing Damage that can be healed with Minor Healing (5) or will heal after Rest. |