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Treachery

An elf huntsman huddles by a campfire, rubbing his Item: Bonus: Properties:


hands together in an attempt to keep warm.
A guard holds a torch close to his person, its Parka +2 Cannot wear medium
or heavy armour
heat thawing his frigid digits.
A miner, weary of the cold cave, bundles up in
Snowsuit +3
Cannot wear armour,
movement speed
a canvas snowsuit. decreased by 5ft.

Campfire +3 Stationary
On a cold winter night…
Torch +1
Cannot wield two-handed
weapons, cannot dual
The treachery mechanic is intended to produce a wield, can be used as
improvised weapon
sense of hostility to a cold environment. It functions
on a scale, typically between 0 and -10. This, of
course, can be altered at the Dungeon Master’s Fire +1 Lasts for
duration of
discretion, but is structured as written to be Damage effect
compatible with dice rolls.
The mechanic works as such: The Dungeon Radiant +1 Lasts for
duration of
Master assigns a given area a treachery score. If the Damage effect
players do not take measures to counteract the
negatives, then the player must roll a die to determine
if they are affected by the cold.
For example: The PCs are in an area with a -2
treachery score. They have decided not to counteract
it in any way. Anytime the PC makes an action, they
roll 1d10, with the DC set at whatever the score is. In
this instance, if the PC rolls a 2 or lower, then they
must roll on the Freezing table.
The Dungeon Master sets the Treachery score
based on how they think it would be in a given
situation. For a basis, a city covered in snow would
likely be a -1 or -2. Cold wilderness would likely be a
-2, or -3. Only places incredibly cold like Stygia and
Cania would reach near -10.

Freezing

1 Unconscious, dying 6 1d6 Cold Damage

2 Unconscious 1d8 hours


7 1d4 Cold Damage

3 Unconscious 1d4 hours


8 1 pt. Cold Damage

4 Unconscious 1 hour 9 Movement Speed reduced by


10ft. 1d4 rounds

5 1d8 Cold Damage 10 Knocked Prone

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