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Gray Snowstorm

Tier
3
Type
Traversal
Difficulty
17
Impulses

Environment overview

A nearby fort is polluting the area with noxious fumes, causing the Snow to become gray and toxic.

Potential adversaries

Grey Snow Elemental Rabid Dire Wolves Treants Fort Garrison Forgotten Cultists

Features

Passives

passive
  • Gray Snowstorm

    The Environment is heavily contaminated with Gray Snow, causing local creatures to get sick from long exposure. When the Gray Snow is somehow inhaled, consume or driven into the body, the creature becomes Poisoned. Roll a d3 to determine how many action rolls does it take for the PC to remove the condition. Work with your GM to remove otherwise.
    While poisoned, the PC has disadvantage on all action rolls or can choose to negate disadvantage but must mark 1 HP.

  • Deep Tundra

    The terrain becomes unreliable. Attempts to navigate is risky for someone non-native to this tundra. Instinct rolls to track, pursue, hide or navigate the terrain have disadvantage.

Actions

action
  • Unstable Weather

    Every 15 minutes a new storm surges.
    PCs must make haste to find shelter or somehow brace against the storm. Anyone exposed to the environment must succeed on an Instinct Reaction Roll (18). On a fail, they become Poisoned.
    While Poisoned, Roll a d3 to determine how many action rolls does it take for the PC to remove the condition. Work with your GM to remove otherwise. While poisoned, the PC has disadvantage on all action rolls or can choose to negate disadvantage but must mark 1 HP.

Reactions

reaction

About this environment

A nearby fort is polluting the area with noxious fumes, causing the Snow to become gray and toxic.

Gray Snowstorm

Tier 3 Traversal

A nearby fort is polluting the area with noxious fumes, causing the Snow to become gray and toxic.

Impulses:

Difficulty: 17

Potential Adversaries: Grey Snow Elemental, Rabid Dire Wolves, Treants, Fort Garrison, Forgotten Cultists

Features

Gray Snowstorm - Passive: The Environment is heavily contaminated with Gray Snow, causing local creatures to get sick from long exposure. When the Gray Snow is somehow inhaled, consume or driven into the body, the creature becomes Poisoned. Roll a d3 to determine how many action rolls does it take for the PC to remove the condition. Work with your GM to remove otherwise. While poisoned, the PC has disadvantage on all action rolls or can choose to negate disadvantage but must mark 1 HP.
Deep Tundra - Passive: The terrain becomes unreliable. Attempts to navigate is risky for someone non-native to this tundra. Instinct rolls to track, pursue, hide or navigate the terrain have disadvantage.
Unstable Weather - Action: Every 15 minutes a new storm surges. PCs must make haste to find shelter or somehow brace against the storm. Anyone exposed to the environment must succeed on an Instinct Reaction Roll (18). On a fail, they become Poisoned. While Poisoned, Roll a d3 to determine how many action rolls does it take for the PC to remove the condition. Work with your GM to remove otherwise. While poisoned, the PC has disadvantage on all action rolls or can choose to negate disadvantage but must mark 1 HP.

Discussion

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