Hazards (d20)

d20 Hazard

1

Poisonous Vines attack the adventurers:
-1 Grit Level for 24 hours (Vigor). Treatment: Minor Healing (5).

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.