Environment & Hazards

GM Reference

Terrain and environmental conditions are as dangerous as any monster. This chapter covers universal hazards, wilderness terrain, dungeon features, weather, urban adventures, and the sample hazards and disasters from the Game Mastery Guide.

Universal Environmental Hazards

The following hazards apply in any terrain. Terrain-specific hazards (forest fire, avalanche, etc.) are listed under their terrain type.

Acid Effects

  • Contact / splash: 1d6 acid damage per round of exposure
  • Total immersion (e.g. vat): 10d6 per round
  • Fumes (adjacent to large body): Fortitude DC 13 or 1 Con damage per round; ends when creature moves away
  • Creatures immune to acid can still drown if fully immersed — apply drowning rules normally

Cold Dangers

Temperature Check Frequency Failure
Cold (below 40 °F) Fort DC 15 (+1/prev) 1/hour 1d6 nonlethal damage
Severe cold (below 0 °F) Fort DC 15 (+1/prev) 1/10 min 1d6 nonlethal damage
Extreme cold (below −20 °F) Fort DC 15 (+1/prev) 1/min 1d6 lethal + 1d4 nonlethal (no save for lethal)

Any nonlethal damage from cold causes frostbite / hypothermia (fatigued). Penalties end when the nonlethal damage is recovered. Characters in a cold weather outfit check once per hour for cold and severe cold (not more frequently).

A Survival check (see skill description) can provide a bonus on these saves and extend it to nearby allies.

Ice Effects
Moving on ice costs 2 squares of movement per square entered. Acrobatics DC +5 on ice. Prolonged contact with ice can trigger severe cold checks.

Darkness

Creatures blinded by darkness (lacking darkvision) suffer the following penalties:

  • 50% miss chance (total concealment on all foes)
  • Must pinpoint foe's location before attacking correct square
  • Lose Dex bonus to AC (if positive); –2 penalty to AC
  • –4 penalty on Perception checks and most Str/Dex skills
  • Cannot run or charge; DC 10 Acrobatics to move faster than half speed
  • Cannot use gaze attacks; immune to gaze attacks
  • No precision damage (sneak attack, etc.)
  • Free Perception check each round to locate unseen foes (DC = their Stealth)

Falling

  • Normal fall: 1d6 damage per 10 ft fallen, max 20d6; creature lands prone
  • Deliberate jump: first 1d6 is nonlethal
  • Successful DC 15 Acrobatics: no damage from first 10 ft; second 10 ft deals nonlethal instead of lethal
  • Yielding surface (soft ground, mud): first 1d6 converted to nonlethal (cumulative with above)
  • Casting while falling: requires concentration check DC 20 + spell level (unless fall > 500 ft or spell is immediate action)
  • Into water (10+ ft deep): first 20 ft no damage; next 20 ft 1d3 nonlethal per 10 ft; beyond that 1d6 lethal per 10 ft. Deliberate dive (DC 15 Swim or Acrobatics) takes no damage if water is 10 ft deep per 30 ft fallen; DC +5 per 50 ft of dive.
Falling Objects
Object SizeDamage (base)
Small2d6
Medium3d6
Large4d6
Huge6d6
Gargantuan8d6
Colossal10d6
Half damage if fallen < 30 ft; double if > 150 ft. Light material (wood) may deal half. DC 15 Reflex for half if aware. Object takes same damage as it deals.

Heat Dangers

Temperature Check Frequency Failure
Very hot (above 90 °F) Fort DC 15 (+1/prev); –4 in heavy armor 1/hour 1d4 nonlethal; unconscious = 1d4 lethal/hour
Severe heat (above 110 °F) Fort DC 15 (+1/prev); –4 in heavy armor 1/10 min 1d4 nonlethal; unconscious = 1d4 lethal/10 min
Extreme heat (above 140 °F / fire / lava) Fort DC 15 (+1/prev) for nonlethal 1/5 min 1d6 fire/min (no save) + 1d4 nonlethal on failed save

Any nonlethal damage from heat causes heatstroke (fatigued). Boiling water: 1d6 scalding, or 10d6/round fully immersed.

Catching on Fire
DC 15 Reflex or clothes/hair ignite. First round: 1d6 damage. Each subsequent round: Reflex save or 1d6 more. Success = fire out. Jumping into water extinguishes automatically; rolling on ground or smothering grants +4 to the save.
Lava Effects
Contact: 2d6 fire/round. Total immersion (volcano crater): 20d6/round. Damage continues 1d3 rounds after leaving lava at half rate (1d6 or 10d6/round). Fire immunity protects; acid immunity does not apply.

Smoke Effects

Heavy smoke: Fort DC 15 (+1/prev) each round or spend the round choking and coughing. Two consecutive rounds of choking: 1d6 nonlethal damage. Smoke grants concealment (20% miss chance) to all creatures within it.

Starvation & Thirst

Needs (Medium): 1 gallon of fluids and ~1 lb of food per day (half for Small; 2–3× water in extreme heat).

  • Water: Can go without for 1 day + Con score in hours. After: Con check DC 10 (+1/prev check) each hour or 1d6 nonlethal.
  • Food: Can go without for 3 days. After: Con check DC 10 (+1/prev check) each day or 1d6 nonlethal.
  • Nonlethal from thirst/starvation makes character fatigued. Cannot be healed magically — only food/water resolves it.
  • When nonlethal ≥ max HP, further damage is lethal.

Suffocation

Holding Breath
Can hold breath for 2 rounds per Con score (standard/full-round action reduces by 1 round). After: Con check DC 10 (+1/prev) each round to continue. On failure: round 1 unconscious (0 hp), round 2 drop to −1 and dying, round 3 dead.
Slow Suffocation (Sealed Chamber)
A Medium creature breathes easily for 6 hours in a 10 ft × 10 ft sealed chamber. After that: 1d6 nonlethal every 15 minutes. Each additional Medium creature or torch proportionally reduces the remaining air. Small characters consume half the air.

Water Dangers

  • Calm water: Swim DC 10; take 10 is allowed for trained swimmers
  • Fast-moving water: DC 15 Swim or Strength check or go under; 1d3 nonlethal/round (1d6 lethal over rocks)
  • Deep water: 1d6 pressure damage per minute per 100 ft below surface (Fort DC 15 +1/prev negates); very cold = 1d6 nonlethal/min hypothermia
  • Drowning: Hold breath for 2 × Con score rounds; after that Con check DC 10 (+1/round). Fail: round 1 unconscious (0 hp), round 2 drop to −1 and dying, round 3 drown.

Creatures can drown in substances other than water — sand, quicksand, fine dust, grain silos.

Wilderness Terrain

Getting Lost

Characters can become lost when visibility drops below 60 ft (fog, snow, darkness) or when moving cross-country through forest, moor, hill, or mountain terrain without a trail. The party leader makes a Survival check each hour or portion of an hour of local/overland movement.

TerrainSurvival DC
Desert or plains14
Forest16
Moor or hill10
Mountain12
Open sea18
Urban, ruins, or dungeon8
Modifiers: +4 with proper nav tools (map, sextant); −4 poor visibility; +2 with 5+ ranks in Knowledge (geography or local).

Lost parties move in a random direction each hour. Once lost, a DC 20 Survival check (−1 per hour of random travel) lets a character recognize they're lost. Setting a new course requires Survival DC 15 (+2 per hour of random travel); failure gives a random "correct" direction.

Forest Terrain

ElementSparseMediumDense
Typical trees50%70%80%
Massive trees10%20%
Light undergrowth50%70%50%
Heavy undergrowth20%50%

Typical trees grant partial cover (+2 AC, +1 Reflex) to creatures in the same square. Climb DC 15. Trunk: AC 4, hardness 5, 150 hp.

Massive trees occupy a full square; full cover to adjacent creatures. AC 3, hardness 5, 600 hp.

Light undergrowth: 2 sq movement to enter; concealment; Acrobatics/Stealth DC +2.

Heavy undergrowth: 4 sq movement; 30% miss chance concealment; Acrobatics DC +5; Stealth +5 bonus; no running or charging.

Detection in forest: Sparse 3d6×10 ft; Medium 2d8×10 ft; Dense 2d6×10 ft. Sound Perception DC increases by 2 per 10 ft (not 1).

CR 6 Forest Fires
Leading edge advances at 120 ft/round (moderate winds). Within the fire: 1d6 fire damage/round (no save) from breathing the air; Fort DC 15 (+1/prev) every 5 rounds or 1d4 nonlethal. Risk of catching on fire when the leading edge overtakes you (and each minute thereafter). Smoke provides concealment.

Marsh Terrain

ElementMoorSwamp
Shallow bog20%40%
Deep bog5%20%
Light undergrowth30%20%
Heavy undergrowth10%20%

Shallow bog: ~1 ft deep mud/water. 2 sq movement to enter; Acrobatics DC +2.

Deep bog: ~4 ft standing water. 4 sq movement (Medium+) or swim. Small creatures must swim. Cover for Medium+ creatures; improved cover for smaller. Tumbling impossible.

Bogs increase Stealth DC by 2. Detection in moor: 6d6×10 ft; swamp: 2d8×10 ft.

Quicksand
DC 8 Survival to spot (not possible while charging/running). Swim DC 10 to tread water in place; DC 15 to move 5 ft. Fail by 5+ = sink below surface and begin drowning. Rescue: DC 15 Strength (rescuer) + DC 10 Strength (victim) pulls the victim 5 ft toward safety.

Hills Terrain

ElementGentle HillsRugged Hills
Gradual slope75%40%
Steep slope20%50%
Cliff5%10%
Light undergrowth15%15%

Gradual slope: No movement penalty; +1 melee bonus against downhill foes.

Steep slope: 2 sq movement to enter going uphill. Running/charging downhill: DC 10 Acrobatics (or Ride for mounts) or stumble (end 1d2×5 ft later; fail by 5+ = prone). Acrobatics DC +2.

Cliff: Climb DC 15; 1d4×10 ft tall. Detection: gentle 2d10×10 ft; rugged 2d6×10 ft.

Mountain Terrain

ElementAlpine MeadowRuggedForbidding
Gradual slope50%25%15%
Steep slope40%55%55%
Cliff10%15%20%
Chasm5%10%
Light undergrowth20%10%
Scree20%30%
Dense rubble20%30%

Cliff: 2d6×10 ft tall in mountains (vs 1d4×10 ft in hills); Climb DC 15.

Chasm: 2d4×10 ft deep (rugged) or 2d8×10 ft (forbidding); at least 20 ft long, 5–20 ft wide; Climb DC 15 to exit.

Scree: No speed penalty but Acrobatics DC +2 (gradual slope) or +5 (steep); Stealth DC +2 on any slope.

Dense rubble: 2 sq movement; Acrobatics DC +5; Stealth DC +2.

Rock wall: DC 25 Climb; 2d4×10 ft (rugged) or 2d8×10 ft (forbidding). Detection: up to 4d10×10 ft (sound carries farther — DC increases 1 per 20 ft, not per 10 ft).

CR 7 Avalanches
Spotted at 1d10×500 ft (DC 20 Perception; avalanche = Colossal creature). Bury zone: 8d6 damage (DC 15 Reflex for half); buried on fail. Slide zone: 3d6 damage (DC 15 Reflex negates); buried on fail. Buried: 1d6 nonlethal/min; unconscious → DC 15 Con or 1d6 lethal/min. Snow/ice avalanche travels 500 ft/round; rock/soil 250 ft/round.
Altitude Zones
ZoneAltitudeEffect
Low pass <5,000 ft No altitude effects
Low peak / high pass 5,000–15,000 ft Non-acclimated: Fort DC 15 (+1/prev) each hour or fatigued (until descent)
High peak >15,000 ft Altitude sickness: Fort DC 15 (+1/prev) each 6 hours or 1 damage to ALL ability scores (even acclimated, who gain +4 to saves)

Desert Terrain

ElementTundraRockySandy
Light undergrowth15%5%5%
Ice sheet25%
Light rubble5%30%10%
Dense rubble30%5%
Sand dunes50%

Ice sheet: 2 sq movement; Acrobatics DC +5; DC 10 Acrobatics to run/charge.

Sand dunes: Function as hills; drift slowly with the prevailing wind.

Detection: 6d6×20 ft in open desert; 6d6×10 ft in dunes (heat distortion limits vision at longer ranges).

Sandstorms
Visibility 1d10×5 ft; −4 Perception. 1d3 nonlethal damage/hour to creatures in the open. Sand seeps through all but the most secure seals.

Plains Terrain

ElementFarmGrasslandBattlefield
Light undergrowth40%20%10%
Heavy undergrowth10%
Light rubble10%
Trench5%5%
Berm5%

Trench: Functions as low wall except no cover vs adjacent foes; 2 sq to leave. Attacker outside gains +1 melee (higher ground).

Berm: Two rows of steep slope back-to-back; +1 sq to cross. 2-sq berm provides low-wall cover.

Fences: Wooden = +1 sq movement; stone = low-wall cover. Mounted DC 15 Ride to cross without slowing.

Detection: 6d6×40 ft (best in game).

Aquatic Terrain

Calm water: Swim DC 10. Rough: DC 15. Stormy: DC 20.

Fast rivers (60+ ft/round): DC 20 Swim each round or go under; 3 successes in a row to reach bank. Rapids = stormy (DC 20).

Vision: Clear water 4d8×10 ft; murky 1d8×10 ft. Invisible creatures displace water (20% miss, not 50%).

Spring floods: River rises 1d10+10 ft, widens ×(1d4×50%); Swim checks one category harder; 50% swifter.

Spellcasting underwater: Non-water-breathers: concentration DC 15 + spell level (in addition to any fire-spell caster-level check).

Underwater Combat
Condition Slash/Bludgeon Piercing Movement Off-balance?
Freedom of movementnormal / normalnormal / normalnormalNo
Has swim speed–2 / halfnormalnormalNo
Successful Swim check–2 / halfnormal¼ (move) or ½ (full)No
Firm footing–2 / halfnormalhalfNo
None of the above–2 / half–2 / halfnormalYes
Off-balance: lose Dex bonus to AC; opponents gain +2 on attacks. Fire spells need caster-level check DC 20 + spell level; nonmagical fire fails entirely. Thrown weapons useless; other ranged –2 per 5 ft of water.

Dungeon Features

Walls

Wall Type Thickness Break DC Hardness HP (per 10×10) Climb DC
Masonry1 ft3589020
Superior masonry1 ft3589025
Reinforced masonry1 ft45818020
Hewn stone3 ft50854025
Unworked stone5 ft65890015
Iron3 in30109025
Wooden6 in2056021
PaperPaper-thin1130
Magically treated+20×2×2 (min +50 hp)

Floors

  • Flagstone: Most common; no penalty when intact.
  • Uneven flagstone / hewn stone: DC 10 Acrobatics to run or charge.
  • Light rubble: Acrobatics DC +2.
  • Dense rubble: 2 sq movement; Acrobatics DC +5; Stealth DC +2.
  • Natural stone: 2 sq movement; Acrobatics DC +5; no running/charging except on paths.
  • Slippery (water, ice, blood, slime): Acrobatics DC +5 to any floor type.
  • Grate: Iron grate 1 in thick — AC 2, hardness 10, 25 hp, break DC 27.
  • Ledge: ≤12 in wide requires Acrobatics check to move; railing grants +5 to that check.

Doors

Door Type Thickness Hardness HP Break DC (Stuck) Break DC (Locked)
Simple wooden1 in5101315
Good wooden1½ in5151618
Strong wooden2 in5202325
Stone4 in8602828
Iron2 in10602828
Portcullis, wooden3 in53025* (lift DC)
Portcullis, iron2 in106025* (lift DC)
Lock1530Disable Device DC 20–30
~10% of wooden doors and 5% of non-wooden doors are stuck (double in neglected dungeons). Wooden bar: DC 25 to break through; iron bar: DC 30.

Cave-Ins and Collapses CR 8

A weakened ceiling can be spotted with DC 20 Knowledge (engineering) or Craft (stonemasonry). Destroying half the pillars supporting a ceiling can cause a collapse.

  • Bury zone: 8d6 damage (DC 15 Reflex for half); buried on any result.
  • Slide zone: 3d6 damage (DC 15 Reflex negates); buried on fail.
  • While buried: 1d6 nonlethal/min; unconscious → DC 15 Con or 1d6 lethal/min.
  • Digging out: 1 minute clears rocks equal to 5× heavy load; armed digger clears twice as fast. DC 25 Strength to self-extract.

Slimes, Molds & Fungi

CR 2Brown Mold
5-ft patches; 30-ft radius always cold. Creatures within 5 ft: 3d6 nonlethal cold/round. Fire causes it to instantly double in size. Destroyed by cold (e.g. cone of cold).
CR 4Green Slime
1d6 Con damage/round (flesh). Scrape off first round; after that must freeze, burn, or cut away (dealing damage). 2d6/round vs wood/metal (ignores metal hardness). Fire, cold, sunlight, or remove disease destroys it.
CR 6Yellow Mold
Disturbing releases 10-ft poison spore cloud. Fort DC 15 or 1d3 Con damage; repeat DC 15 each round for 5 rounds. Fire destroys; sunlight renders dormant.

Weather

Random Weather

d% Result Cold Climate Temperate Desert
01–70NormalCold, calmNormal for seasonHot, calm
71–80AbnormalHeat wave (01–30) or cold snap (31–100)Heat wave (01–50) or cold snap (51–100)Hot, windy
81–90InclementSnowPrecipitation (season)Hot, windy
91–99StormSnowstormThunderstorm / snowstormDuststorm
100Powerful stormBlizzardWindstorm / blizzard / hurricane / tornadoDownpour
Temperate includes forests, hills, marshes, mountains, plains, and warm aquatic. Cold snap −10 °F; heat wave +10 °F.

Precipitation

Roll d% for type: 01–30 fog · 31–90 rain/snow · 91–00 sleet/hail. Snow/sleet only at ≤30 °F. Most precipitation lasts 2d4 hours; hail lasts 1d20 minutes.

  • Rain: Visibility ½; –4 Perception; same as severe wind on flames and ranged attacks.
  • Snow: Same as rain; 2 sq movement per snow-covered square; 1d6 inches deposited.
  • Heavy snow: Fog-like visibility; 4 sq movement; 1d4 ft deposited; 10% chance of lightning.
  • Sleet: Same as rain while falling; same as snow on ground.
  • Hail: No visibility reduction; –4 sound Perception; 5% chance 1 lethal damage per storm in the open.
  • Fog: Blocks all sight beyond 5 ft (including darkvision); 20% miss chance against creatures 5 ft away.
  • Downpour: Treats as rain but conceals as fog; can create floods; lasts 2d4 hours.

Storms

Storms reduce visibility by ¾ (–8 Perception). Ranged attacks impossible; siege weapons –4. Automatically extinguish unprotected flames; 50% chance to extinguish protected flames. Last 2d4–1 hours.

CR 3Duststorm
No precipitation; smothers flames (50% chance to extinguish protected). Deposits 1d6 in of sand. 10% chance of windstorm winds. Greater duststorm: 1d3 nonlethal/round outdoors + choking hazard (treat as drowning; scarf provides 10 + Con score rounds of protection).
Thunderstorm
Wind + rain (sometimes hail). Lightning: ~1 bolt/minute for 1 hour; 4d8–10d8 electricity. Particularly dangerous for characters in metal armor. 10% of thunderstorms spawn a tornado.
Powerful Storms
Wind > 50 mph; visibility zero. Unprotected flames extinguished; 75% protected. Windstorm 1d6 hr · Blizzard 1d3 days (1d3 ft snow) · Hurricane up to 1 week (+ floods) · Tornado 1d6×10 min.

Wind Effects

Wind Force Speed Ranged (Normal/Siege) Checked Size Blown Away Size Fly Penalty
Light0–10 mph—/—
Moderate11–20 mph—/—
Strong21–30 mph–2/—Tiny–2
Severe31–50 mph–4/—SmallTiny–4
Windstorm51–74 mphImpossible/–4MediumSmall–8
Hurricane75–174 mphImpossible/–8LargeMedium–12
Tornado CR 10 175–300 mph Impossible/impossible Huge Large –16
Checked: DC 10 Strength (ground) or DC 20 Fly to move forward. Blown away (ground): knocked prone + rolled 1d4×10 ft (1d4 nonlethal per 10 ft) unless DC 15 Strength. Blown away (flying): 2d6×10 ft back + 2d6 nonlethal unless DC 25 Fly. Tornado funnel contact: 1d10 rounds inside, 6d6/round, then flung (fall damage may apply).

Urban Adventures

City Walls & Gates

City Size Thickness Height Climb DC HP (per 10-ft section)
Small city5 ft20 ft30450 (AC 3, hardness 8)
Large city10 ft30 ft30720 (AC 3, hardness 8)
Metropolis15 ft40 ft301,170 (AC 3, hardness 8)
Gates: typically two portcullises with murder holes between. Gates open during day; locked/barred at night. Watchtowers 10 ft taller than adjoining wall.

Guards & Soldiers

  • City guard (full-time): 1% of adult population; 80% on patrol, 20% posted.
  • Militia (conscript): 5% of population; called up only during attack.
  • Shifts: Day 30% · Evening 35% · Night 35%. One guard post per neighborhood.
  • Majority are 1st-level warriors; officers include higher warriors, fighters, clerics, and arcane casters.

Siege Engines

Engine Cost Damage Critical Range Increment Crew
Catapult, heavy800 gp6d6200 ft (100 ft min)4
Catapult, light550 gp4d6150 ft (100 ft min)2
Ballista500 gp3d819–20120 ft1
Ram1,000 gp3d6*10
Siege tower2,000 gp20
* Ram: up to 9 additional crew add Strength modifier to damage. Catapult uses special attack checks (base attack + Int + range penalty) vs DC 15. Misfire: 1d8 direction, 1d4 range increments off. Siege engine stats: AC 3, hardness 5, 80 hp.

City Streets & Features

Streets & Crowds

Typical streets 15–20 ft wide; alleys 5–10 ft. Main roads 25 ft + 5-ft sidewalks. Cobblestones in poor repair or rutted dirt = light rubble (Acrobatics DC +2).

Crowds: 2 sq movement to enter; provide cover. Move away at 30 ft/round (init 0) if danger is obvious. Diplomacy DC 15 or Intimidate DC 20 to direct a crowd.

Buildings, Rooftops & Sewers

Lower-story walls: 1 ft thick, AC 3, hardness 8, 90 hp, Climb DC 25. Upper stories: 6 in, hardness 5, 60 hp, Climb DC 21.

Rooftops: flat = normal movement; pitched peak DC 20 Acrobatics; slope parallel to peak DC 15; crossing peak DC 10.

Sewers: open grate (full-round), drop 10 ft. Built like dungeons — slippery floors common.

GMG Sample Hazards

Hazards are location-based threats with CRs like traps or monsters — environmental, living, or magical. Each has a trigger condition, a means of detection, and a way to eliminate it.

CR 3Accursed Pool Magical
A cursed pool lures victims with a silent image of treasure at 10-ft depth (DC 16 Will to disbelieve). Reaching the "treasure" triggers a curse: DC 16 Will or pool seems 40 ft deep and viscous; Swim –10 penalty, half speed; spellcasting concentration DC 15 + spell level. Detected by strong magic aura; destroyed by dispel magic or remove curse (caster level check DC 15).
CR 1 / 4Bad Air Environmental

Non-flammable gas (CR 1): DC 25 Survival to notice (invisible). Fort DC 15 (+1/prev) each hour or fatigued; after fatigued, slow suffocation begins.

Flammable gas (CR 4): Same fatigue; plus open flame/spark causes explosion — 6d6 fire (DC 15 Reflex for half) to all in cavern or within 5 ft of entrance. Air unbreathable for 2d4 minutes after explosion.

CR 6Dweomersink Magical
Zone of magical entropy. DC 20 Spellcraft detects it. Any active spell entering the area or cast within is subject to an immediate dispel magic (CL 8th). Dispelled/failed spell releases energy: 1d6 per spell level in a 5-ft burst (DC 15 Reflex for half). Each +1 CR increases dispel CL by 2 and burst DC by 1.
CR 5Ear Seekers Living
Tiny worms in rotting wood (Perception DC 15; DC 20 in intact wood). Transfer to host on contact; lay 2d8 eggs that hatch in 4d6 hours — larvae devour surrounding flesh. Remove disease kills all seekers/eggs.
Infestation: Fort DC 15; frequency 1/hour; effect 1d6 Con damage; onset 4d6 hours. No save ends it — only remove disease.
CR 2Magnetized Ore Environmental
Within 20 ft, pulls iron/steel toward it. Medium creature with 30+ lbs of ferrous metal: pulled as if by the Pull ability (CMB +7 vs CMD 17; –2 medium armor, –4 heavy armor). Pulled 20 ft, slammed for 2d6 and grappled. Creatures holding metal items (but not heavy metal): disarmed instead. Free a stuck item with a grapple check vs CMD 17.
CR 3Mnemonic Crystals Magical
2–4 ft violet quartz clusters; strong abjuration aura (DC 25 Knowledge [arcana] to ID). Drain prepared spells: DC 22 Will each round within 30 ft or lose one random prepared spell. (Spontaneous casters unaffected.) Breaking crystals: 1d6 Wis damage per spell level released in a 10-ft burst. Extremely fragile (hardness 0, 1 hp); DC 10 Acrobatics to move through dense patches.
CR 1 / 3Poison Oak Living
DC 15 Knowledge (nature) to identify. Contact poison.
CR 1 (contact): Fort DC 13; onset 1 hour; 1d4 Dex + sickened until damage healed; 1 save to cure.
CR 3 (severe — full body or smoke inhalation): Fort DC 16; onset 1 hour; initial 2d4 Dex + 1d4 Con + sickened; secondary 1 Con/hour; 1 save to cure. (Smoke from stinging nettles is not hazardous.)
CR 4Rot Grubs Living
Nest in corpses (Perception DC 15). 1d6 grubs burst out when corpse is disturbed; DC 15 Reflex (if aware) to avoid. Any damage reduction immunizes.
Once infested, burrow toward heart/brain. Round 1: flame at wound kills them (1d6 fire to victim). Cut out with DC 20 Heal (slashing) — 1d6 damage per round host has been infested; removes 1 grub. Remove disease kills all grubs.
Infestation: Fort DC 17; frequency 1/round; effect 1d2 Con per grub; onset immediate.

Disasters

Disasters are adventure-scale events without a single CR — treat each phase as a separate encounter sized appropriately for the party. Adjust pacing from minutes to days as needed.

Volcanoes

Lava Flows
Most flows: 15 ft/round. Faster (hotter): up to 60 ft/round. Lava tube: up to 120 ft/round (CR 6). Creatures overrun: DC 20 Reflex or engulfed (total immersion = 20d6/round). Contact: 2d6 fire/round; damage continues 1d3 rounds after leaving at half rate.
Lava Bombs CR 2 / CR 8 (large)
Molten rock hurled miles from the eruption, cooling mid-flight. Normal bomb: 30-ft radius, DC 15 Reflex or 4d6 damage (+2 to save if under cover or using a shield). Large bomb: 12d6 damage in same area.
Poisonous Gas CR 5
1d6 Con damage/round if inhaled (Fort DC 15 negates; DC +1 per previous save). Visible gases also function as heavy smoke. Flows toward low ground, typically 50 ft high. Gale-force winds can divert clouds when there's somewhere else for the gas to go.
Pyroclastic Flows CR 10
Avalanche (500 ft/round) + poisonous gas effects. Contact with debris: 2d6 fire/round. Buried in flow: 10d6 damage/round. Only miracle or wish can turn aside or impede a pyroclastic flow.

Tsunamis

Caused by underwater earthquakes, volcanic explosions, landslides, or asteroid impacts. Nearly undetectable until reaching shallow water. Wave travels hundreds of yards to a mile inland.

  • Structures: Obliterates or displaces all temporary/poor buildings; destroys ~25% of well-built buildings; leaves serious fortifications lightly damaged.
  • Population: ~25% of population killed (swept out to sea, drowned, or buried in rubble).
  • Swept away: DC 25 Swim or pulled 6d6×10 ft away from shore.
  • Post-tsunami water: Always rough or stormy barring magical calming.
  • Collapsing building: 6d6 damage (DC 15 Reflex for half); 50% chance of being buried (as cave-in).

Undead Uprising

An undead uprising unfolds in waves over days or weeks. During daylight hours life returns to some normalcy as sunlight briefly suppresses the undead's power.

① The Unquiet Dead
Recently dead rise as zombies. Bodies in mass graves emerge first; consecrated ground remains at rest. Each night more join; dawn sends them to shelter or leaves them confused until destroyed.
② Skeletal Awakening
Older corpses claw free. Skeletons act with tactical efficiency despite being mindless — led by elite skeletal champions bearing scavenged magic items. Ghouls and wights also emerge after dark.
③ Lost Souls
Ghosts, shadows, wraiths, and spectres arise. The area is under a desecrate effect (consecrated ground becomes normal; hallowed ground remains safe). Colors fade to gray except at the brightest hours of day.
④ Necropolis
The area is perpetually shadowed under an unhallow effect. Heroes who fell rise as undead generals. Survivors enslaved as thralls. Free-willed undead flock to the new sanctuary. Only the greatest heroes can reclaim the area.