dnd/deadsands/sources/weather.yaml

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metadata:
headers:
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- Rarity
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- Description
- Effect
frequencies:
default:
Common: 0.5
Uncommon: 0.3
Rare: 0.15
Weird: 0.05
deadly:
Common: 0.05
Uncommon: 0.15
Rare: 0.3
Weird: 0.5
Common:
- Clear Skies: No effect
Uncommon:
- Scorching Temperatures: 2x water consumption
- Clinging Sand: Disadvantage on STR checks and saves
- Searing Light: Disadvantage on DEX checks and saves
- Ghostly Wailing: Disadvantage on CON checks for concentration checks
- Low Oxygen: Disadvantage on INT checks and saves
- Glowing Dust Storm: Disadvantge on WIS checks and saves
- Psychic Fog: Disadvantage on CHA checks and saves
- Sand Storm:
Heavily obscured; visibility 5ft, disadvantage on WIS
(Perception) checks and INT (Investigation) checks
- Burning Sands:
Ground travelers must succeed on a DC 15 CON save or take 1d6
fire damage every half-day.
- Oppressive Quiet: Silence beyond 20ft; disadvantage on WIS checks involving sound
- Insect Swarms: 1d6 Piercing damage per half-day
- Air of Dread: Succeed on DC 15 WIS save or be frightened for half-day
Rare:
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- Magnetic Turmoil: North moves randomly
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- Spontaneous Hail: No effect; counts as magical water if consumed
- Glowing Auras: Faerie Fire spell effect
- Heavy Gravity: Disadvantge on STR, DEX checks and saves
- Random Whirlwinds:
At the start of each round, whirlwinds 10ft in diameter and and
100ft tall randomly form. Any creature within 10ft of a
whirlwind at the start of their turn must succeed on a DC 15 STR
(Athletics) save or be pulled 10ft towards it. A creature
occupying the same space as a whirlwind at the start of their
turn takes 1d8 bludgeoning damage.
- Tentacles:
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At the start of each round, Black Tentacles is cast on a random area. Creatures starting their turn there must
succeed on a DC 15 DEX saving throw or take 1d6 bludgeoning damage and be restrained. A creature who starts their
turn already restrained takes 1d6 bludgeoning damage.
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- Broken Time:
At the start of each round, the DM rolls a d20. Until the start
of the next round, anyone with initiative score greater than or
equal to the DM's roll is slowed and anyone lower is hasted.
Weird:
- Whispered Insanity: >
"Clear skies" (but you are cursed; the DM rolls for each traveler)
d1 - None of this is really happening.
d2 - We're invincible!
d3 - They're all turning against you.
d4 - You're being followed.
d5 - An object in your inventory is the key to your survival.
d6 - Your soul has fled your body.
d7 - One of your companions is an imposter.
d8 - You should take off your clothes and experience true freedom.
- Inverted Bubble Rain: No effect
- Hot Metal Storm:
Heat Metal spell effect (gearforged take 1pt exhaustion per half-day)
- Morphing Dust: DC 15 WIS saving throw or become a frog each half-day
- Ethereal Wind: Travelers are transported to the Border Ethereal.
- Arcane Mirages: Mirage Arcane spell effect; disadvantage on skill checks to Forage and Survey
- Magonic Field Resonance: All spell damage / effect rolls are maxed.