20 Weird Weather Events (d20)
- Tangerine fog. Any dead animals or plants temporarily come back to life.
- Violet lightning storm. Wherever lightning strikes, objects begin hovering and slowly rising up towards the sky. This effect lasts for 1d10 minutes, after which all the objects slowly descend.
- Emerald hail. Huge balls falls from the sky for 2d4 rounds. Seek cover or make DEX check each round, taking 1 damage on fail.
- Chrome yellow rain. Turns whatever strikes it invisible for 1d4 hours
- Light blue storm. Freezes isolated pockets of space, and transports them backward in time. Also has a minor teleportation effect, which is unsettling.
- Disorientation due to brief electrical storm. Magic casters must make a WIS or INT check or forget all spells for the day.
- Day inexplicably turns to night with 30 ft visibility. Or the night turn to blinding daylight. Lasts 3d10+10 minutes. -2 on ranged attacks.
- Light green ghost rain. It’s raining, but the rain seems to pass right through everything.
- Pink noxious rain. Causes vomiting, fungus grows out of everything not metal.
- Blizzard blue ionized storm. Metallic objects randomly release sparks, small lightning bolts.
- Amaranth red pollen cloud. PCs cough up blood. CON check once per day, or lose 1 CON. 2 sequential saves over 2 days to recover.
- Orange gas. Mood altering, can cause victims to be loving or violent.
- Dread silence, lasting 2d6 hours. Spells requiring a verbal component cannot be cast. Roll save vs spells per hour or suffer -2 on all rolls due to terror.
- Cyan acidic rain. Any exposed metal has 30% each round of being corroded. Metal is destroyed if rolls under 30% are made on two consecutive rounds. Lasts 2d8 rounds
- Scarlet red mist. Temporarily erases memories and language and makes creatures incapable of speaking, reading or communicating. Lasts 1d4 hours. Affects spells with verbal components
- Fragrant wind. Seems to pick up thoughts of those it passes. PCs have a 50% chance to pick out carried thoughts, and identify who a thought came from, even from hundreds of miles away.
- Silver rain storm. Creates fog when it strikes the ground, reducing visibility. All ranged attacks at -3, no visibility beyond 1d100+100 feet. Lasts 1d6 hours.
- Lawful or chaotic sun rays. 50/50 chance of either. Glows blue or red, lawful or chaotic creatures in direct sunlight gain +1 bonus to all rolls, the opposite alignment gets -1 penalty.
- Blazing comet. Crosses across the sky, either during the day or at night. Each PC should roll 1d20, highest roller is under a protection from evil spell for 1d12 hours.
- Gold dust. A storm of gold dust, but bottling or capturing it makes it dissolve.
Art: Moses the Leader (1926) by Nicholas Roerich
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