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ISKLOFT GM SCREEN

Region Climates New Conditions Equipment


Hostile Lands Bleeding There are 6 levels of Bleeding. Whenever you gain a level of Bleeding, you suffer Equipment tables can be found on pg. 103
Characters must be wearing Warm clothing or suffer 1 Exhaustion every 10 minutes. A necrotic damage at the start of each of your turns, until you or an ally take an action to
character with Warm clothing makes Grit check every hour (DC 13+proficiency. +1 for succeed on a DC Wisdom (Wound-wise) check to apply a bandage. ABSORB When you are hit by a critical hit, you can use your reaction to have the item
each hour spent outside without a fire) or gains Exhaustion. break, absorbing half of the damage and allowing you to ignore the brutal wound of the
Supply levels drop at twice the normal rate Level 1: 1d4 (DC 11) attack, but becoming irrepairably useless thereafter.
Snowblindness check 1/hour by day Level 2: 1d6 (DC 13)
Cold check 1/hour at night Level 3: 1d8 (DC 15) STURDY Shields that have the sturdy keyword are able to Absorb two critical hits before
Level 4: 1d10 (DC 17) splintering.
Frigid Lands Level 5: 1d12 (DC 19)
Characters must be wearing Warm clothing or suffer 1 Exhaustion every two hours. A Level 6: 1d20 (DC 21) WARM Items with the warm quality give you advantage on a number of Grit checks equal
character with Warm clothing makes a Grit check every two hours (DC 11+proficiency. +1 to your Constitution modifier, made against cold weather.
for each hour spent outside without a fire) Punch-Drunk You have disadvantage on attack rolls, saving throws, and cannot take
Snowblindness check 1/ 4hours by day reactions.
Cold check 1/ 4 hours at night Breaking Equipment
Hopeless You have disadvantage on Wisdom, Intelligence and Charisma saving throws.
Temperate Lands A character can make an attack against equipment, attempting to sunder it as an action,
Characters must be wearing Warm clothing or suffer 1 Exhaustion every 4 hours. A Dazed Enemies have advantage on attacks against you. or as part of an Attack action. Strength check, DC 10 + 5 per level above Broken. On a
character with Warm clothing makes Grit check every 4 hours (DC 10+proficiency. +1 for success, the target piece of equipment drops down one level in quality. An item with
each hour spent outside without a fire) or gains Exhaustion. Winded You suffer a level of exhaustion for each level of winded you acquire. Upon the Absorb quality, loses one level of that quality, rather than becoming lower quality.
Supply levels drop at twice the normal rate reaching 6 levels of Winded, you do not die, you fall unconscious. You can remove a level Exceeding the DC for breaking equipment by 5 or more will immediately bring the
of Winded by spending an action on your turn regaining your breath. After combat ends, weapon to Broken status. The DCs here are for a quick reference:
Supply you remove all levels of winded if you spend one minute recovering. If you have levels
of Exhaustion and Winded, track them seperately, and suffer the effects of whichever DC 15: Low Quality
condition is more advanced. DC 20: Standard Quality
5. Well Supplied You have ample food, dry clothing and high spirits. You have advantage DC 25: High Quality
on saves made versus Exhaustion DC 30: Masterwork Quality
4. Supplied You’ve got what you need, but you’re already eating hard cheese. You suffer Travel Conditions
no ill effects. Broken
3. Dwindling You’re starting to run low on food, your socks are wet, and there’s a grim Snowblindness Target must succeed on a Grit check. DC = Region Climate. Characters Broken weapons cannot be used except situationally as improvised weapons. Broken
feeling in the air. You have disadvantage on Constitution (Grit) checks. You gain a level of can avoid making a check by resting after 3 hours of travel by day in snowy lands. Failing armor and shields provide no AC bonus.
exhaustion. the check imposes the Snowblind condition. This condition is removed by spending two
2. Bereft You’re eyeing up the last morsels jealously. Your teeth are chattering. You days in a dimly lit place. Low Quality
have disadvantage on saves against fear. Additionally, you’re unable to remove levels of A critical fail with a low-quality weapon or a critical hit against shield/armor will also
exhaustion until your supply level increases to ‘Supplied’. Snowblind Characters who are Snowblind suffer the following effects: cause it to break. Low Quality equipment can be upgraded to standard quality with
1. Desperate You’re dizzy and feel nauseous. You’re looking at your companions and The character has disadvantage on Wisdom (Perception) checks that rely on sight. materials, tools, and proficiency in the appropriate crafting skill.
imagining their stringy meat. A deranged depression has set in. You’re unable to spend The character’s sight range is reduced to 20 feet.
hit die when resting. You can survive in a Desperate state a number of days equal to The character has disadvantage on ranged attack rolls. Standard
your Constitution (Grit) score. After that number of days, you fall unconscious, and begin Most equipment in Iskloft is of Standard quality. A critical fail with a standard-quality
making death saving throws. The Bitter Cold When a region demands they make a Cold check: Target makes weapon or a critical hit against standard-quality armor will also cause it to become low-
Constitution (Grit) check to avoid harm; the GM determines when checks are called for quality.
New Skills and the DC for each one. Each failed saving throw increases the risk and damage, as
described below. Effects are cumulative, and are removed by spending two days - per High Quality
stage - in a warm, dry place. If high quality equipment critically fails or is critically hit, roll a d10. On a 1 or 2, it becomes
Grit. (Constitution) Resisting pain, injury. Exhibiting stamina. Keeping it together in the
face of horror and despair. Standard quality. High Quality weapons gain +1 to to-hit and damage rolls.
Cold Characters have disadvantage on checks that require fine manipulation, and on High Quality shields and armor grant +1 to AC. Attempts made to break equipment of
checks to resist being disarmed. Standard or lower are made with advantage
Lore-wise. (Intelligence) Replaces History. Recalling knowledge about places, people
and events. Remembering a famous jarl’s exploits. Knowing the story of a battle. Recalling Freezing Characters suffering from stage two have the following effects:
information about the town you’re in. Masterwork
You suffer a level of exhaustion. If masterwork equipment critically fails or is critically hit, roll a d20. Once the equipment
You have disadvantage on Saving Throws and ability checks involving Strength and has rolled a 1 from this roll 3 times, the equipment becomes High Quality.
Sailing. (Wisdom) Navigating on the sea. Shipcraft. Rowing. Managing supplies at sea. Dexterity. Masterwork weapons gain +2 to all to-hit and damage rolls.
Seið-Wise. (Intelligence) Replaces Arcana and Religion. Knowledge of the spiritual, the Masterwork shields and armor grant an additional +2 to AC
Frostbitten Characters suffering from stage three have the following effects: Attempts made to break equipment of High-Quality or lower are made with advantage
supernatural. Recalling information about rituals and religious practices. Knowing about You suffer two levels of exhaustion.
magic. An activity like drawing or sheathing a weapon, taking something from a bag or pouch,
World-Wise. (Wisdom) Combines Nature & Survival. Knowledge of the wilds. Survival
or making an attack, requires a successful DC 10 Dexterity check to accomplish without Dying
fumbling and dropping the item.
skills. Hunting, tracking, skinning. Knowledge about animals. Navigating by land. Character makes a Grit roll (DC determined by GM, usually 15) to see if they can hold their
Frozen Characters suffering from stage 4 suffer the following effects: weapon as they die to guarantee them a place in Valhalla.
Wound Wise. (Wisdom) Replaces Medicine. Knowledge of healing, the human body. You are incapacitated.
Knowing what herbs are needed to cure an ailment. Each hour you remain in stage four, you must roll a Constitution (Grit) check (even while System Shock
you are incapacitated). On a failed check, roll on the Frozen Brutal Wounds table.
Quick Names d10 Roll Effect

People: Arnhelm, Bjarni, Cnut, Dagfinn, Einar, Finn, Gunnar, Hengist, Inga, Jormun, Kjorl, 1 The creature drops to 0 hit points and suffers a Brutal Wound.
Lofnir, Magni, Nokki, Ola, Perlaug, Ragna, Svenja, Thorunn, Ulrik, Vogn, Wiglaf, Yngvar
Town Name ending: -vik, -borg, -stin, -holm, -hold, -toft, -by, -myrr, -klett, -strom, -strand Wound Roll Wound Placement 2-3 The creature drops to 0 hit points.
Ships: Sjohestur (seahorse), Ulfvindr (wolfwind), Svarthoka (black mist), Isbikkja (ice
bitch), Rauðdrakkar (red dragon), Kalasormr (cold serpent) Character Type Roll Made d12 roll Wound Location 4-5 The creature drops to 0 hit points but is stable.
Superstitions: Spitting when you see a witch, kissing your amulet when you see Lesser Enemy 1d10 1-5 Limb 6-7 The creature is stunned until the end of its next turn.
something profane, voting by placing rabbit bones, sharing meat and salt with guests to
guarantee peace, carrying a birch branch to show intent to parlay PC or Notable Enemy 1d20 6-10 Torso 8-9 The creature is Punch-Drunk until the end of its next turn.
Legendary Foe 1d10+10 11-12 Head 10 The creature can’t take reactions until the end of its next turn.

Kris Leask (Order #38674862)

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