Post by Head Moderator on Nov 1, 2012 18:39:50 GMT -5
Assign areas randomly or choose the most appropriate place yourself: for example, livestock (#8) may suddenly appear from an alleyway immediately at the PC’s sides.
1) Guttering Falls: A section of iron guttering collapses under the weight of the rainwater and plummets onto the street below: A small area within a 20-ft.-square area below the wall are struck with falling, rusting guttering. Characters below are struck, taking 1d5 damage (Acrobatics DC 15). Characters may notice the guttering, reducing the save DC to 8 (Spot DC 10).
2) Slippery Street: The incessant rain has turned a mossy, 20-ft.-square section of the street into a slippery area. Acrobatics (balance) checks (DC 8) are required for characters passing through this area. A Spot check (DC 15) notices the slippery sections.
3) Slight Squall: For 1d4 rounds, the effects of rain are increased by 50%: −6 to all Spot, Listen checks and ranged weapon strike, 75% chance of extinguishing naked flames per round.
4) Squall: For 1d8 rounds, the effects of rain are increased by 50%: −6 to all Spot, Listen checks and ranged weapon strike, 75% chance of extinguishing naked flames per round.
5) Flying Flotsam—Tarpaulin: An untethered tarpaulin rushes by, striking a random character. The character can make an Acrobatics save (DC 12) to avoid the tarpaulin. Otherwise, the character is entangled until escape (DC15).
6) Flying Flotsam—Hay: Similar to the tarpaulin above, except 1d3 characters are affected: each must make an Acrobatics save (DC 12) or be blinded for 1d2 rounds.
7) Hidden Open Drain: Floodwater covers a 20-ft.-square section of the street ahead, disguising a ruptured drain. The drain, which is 5 ft. wide and covered by crude boards, now lies open and is 20 ft. deep. A Spot check (DC 12) spots the hole.
8 ) Livestock: Cows, llamas, or similar animals (1d6) either break free from their tether nearby or are accidentally released by a startled passerby on the way to market who slips in the rain 10–60 ft. from a random PC. The creatures dash randomly about, moving 30 ft./round. If they head right for a character, an Acrobatics save (DC 10) is required to avoid being barged and knocked over one round.
9) Engorged Drain: A drain bursts and covers a 20-ft.-square section of the street with foul-smelling water as well as 1d5 rats. Characters in this section of the street must make an Acrobatics (balance) check (DC 10) to remain standing; this lasts for 1d4 rounds, until the water washes into other drains nearby. The rats can be dire rats if you wish and may attack if threatened.
10) Chamber Pot: A chamber pot is emptied from somewhere above by an NPC who does not notice people below through the rain. The contents hit a random area, and characters in the area must make an Acrobatics save (DC 12 ) or be sickened for 1d2 rounds.
11) Smog Street: A squally wind blows the smoke from chimneys on this street back to the ground. The resulting smog is the equivalent of obscuring mist and fills a random 20-ft.-square section of street. It lasts 1d6 rounds, until the wind blows it in another direction.
12) Flying Slates: Three slates are blown from the rooftops above and strike random characters in the street below. Characters face an attack from the sharp slates: ranged 1d4dmg.
1) Guttering Falls: A section of iron guttering collapses under the weight of the rainwater and plummets onto the street below: A small area within a 20-ft.-square area below the wall are struck with falling, rusting guttering. Characters below are struck, taking 1d5 damage (Acrobatics DC 15). Characters may notice the guttering, reducing the save DC to 8 (Spot DC 10).
2) Slippery Street: The incessant rain has turned a mossy, 20-ft.-square section of the street into a slippery area. Acrobatics (balance) checks (DC 8) are required for characters passing through this area. A Spot check (DC 15) notices the slippery sections.
3) Slight Squall: For 1d4 rounds, the effects of rain are increased by 50%: −6 to all Spot, Listen checks and ranged weapon strike, 75% chance of extinguishing naked flames per round.
4) Squall: For 1d8 rounds, the effects of rain are increased by 50%: −6 to all Spot, Listen checks and ranged weapon strike, 75% chance of extinguishing naked flames per round.
5) Flying Flotsam—Tarpaulin: An untethered tarpaulin rushes by, striking a random character. The character can make an Acrobatics save (DC 12) to avoid the tarpaulin. Otherwise, the character is entangled until escape (DC15).
6) Flying Flotsam—Hay: Similar to the tarpaulin above, except 1d3 characters are affected: each must make an Acrobatics save (DC 12) or be blinded for 1d2 rounds.
7) Hidden Open Drain: Floodwater covers a 20-ft.-square section of the street ahead, disguising a ruptured drain. The drain, which is 5 ft. wide and covered by crude boards, now lies open and is 20 ft. deep. A Spot check (DC 12) spots the hole.
8 ) Livestock: Cows, llamas, or similar animals (1d6) either break free from their tether nearby or are accidentally released by a startled passerby on the way to market who slips in the rain 10–60 ft. from a random PC. The creatures dash randomly about, moving 30 ft./round. If they head right for a character, an Acrobatics save (DC 10) is required to avoid being barged and knocked over one round.
9) Engorged Drain: A drain bursts and covers a 20-ft.-square section of the street with foul-smelling water as well as 1d5 rats. Characters in this section of the street must make an Acrobatics (balance) check (DC 10) to remain standing; this lasts for 1d4 rounds, until the water washes into other drains nearby. The rats can be dire rats if you wish and may attack if threatened.
10) Chamber Pot: A chamber pot is emptied from somewhere above by an NPC who does not notice people below through the rain. The contents hit a random area, and characters in the area must make an Acrobatics save (DC 12 ) or be sickened for 1d2 rounds.
11) Smog Street: A squally wind blows the smoke from chimneys on this street back to the ground. The resulting smog is the equivalent of obscuring mist and fills a random 20-ft.-square section of street. It lasts 1d6 rounds, until the wind blows it in another direction.
12) Flying Slates: Three slates are blown from the rooftops above and strike random characters in the street below. Characters face an attack from the sharp slates: ranged 1d4dmg.