Mundane Hazards

Mundane hazards include both common environmental hazards, and some more odd, yet not entirely unnatural hazards.

Environmental hazards can include natural disasters, harsh weather, and bad luck that can befall an expedition, and are included to liven up the PCs' journey as they explore the world.

The particular sort of hazard and the environment or terrain it is most commonly found in is included in parenthesis.

Note: Each Terrain type detail page may include additional hazards unique to that terrain.

Bad Weather (Any)

Bad weather can range from minor precipitation to a serious storm. The weather can include lightning strikes and cause floods, landslides, and other natural hazards.

Blight (Any)

Whether from a lack of water, a plague, or hostile magic, the plants and wildlife in the area are suffering. a blight lasts for 1d4+2 weeks. During a blight, Survival DCs to get along in the wild increase by +5.

Mustard Gas

Campaigns which take place in more advanced settings might include mustard gas.

Mustard gas is normally deployed via gas cylinders or chemical grenades. A cloud of mustard gas obscures vision like fog cloud and looks like a bank of fog, except that its vapors are yellowish-brown. Living creatures within a cloud of mustard gas take 3d6 points of acid damage when first exposed to the gas and must succeed at a DC 18 Fortitude save each round or become nauseated and blinded for as long as they are in the cloud and for 1d4+1 rounds after leaving the cloud.

Creatures that succeed at their save but remain in the cloud must continue to save each round on their turn. This is a poison effect. Because mustard gas is heavier than air, its vapors sink to the lowest level of the land, pouring down into holes and trenches. A gas mask protects the wearer from the nausea and blindness effects of mustard gas, though holding one's breath does not.

Deadly Gas (Deserts, Marshes)

In a marsh, pockets of flammable gas can build up under the surface before violently erupting, throwing rocks, mud, and debris in all directions with startling force. In a desert, toxic fumes from a natural vent, old mine, or magical disaster might leak into the air, poisoning or mutating nearby creatures.

In a marsh, PCs can attempt a DC 15 Perception check to notice the smell and swelling before it erupts. The eruption deals 2d6 points of bludgeoning damage in a 20-foot radius, or 4d6 points of fire damage if the area contains open flame.

In a desert, PCs can attempt a DC 15 Perception check to notice the fumes and get out of their path before coming to harm. Otherwise, they must succeed at a DC 15 Fortitude save or take 1d4 points of Constitution damage and be nauseated for 10 minutes.

Dust Devil (Deserts, Hills, Plains)

A dust devil is a whirlwind not associated with a storm, particularly in a region with little or no topsoil. Treat a dust devil as a duststorm, sandstorm, or tornado.

Grass Fire (Hills, Plains)

Grass fires are often caused by lightning or careless camp fires. a grass fire is similar to a forest fire, except it can be spotted at twice the normal distance, and a PC caught in its area saves against heat damage only every 10 rounds.

Volcanic Tremor (Hills, Mountains)

Though active volcanoes are rare, even dormant volcanoes can produce tremors. Tremors last anywhere from 1d4 rounds to 2d6 minutes and increase Climb DCs by 2. The tremors might start an avalanche or collapse a cave or cliff (similar to an earthquake spell).