3a: If the event is an Human/Zurph encounter roll 1d6 for specifics and resolve as normal.
3b: If the event is a domestic animal encounter roll 1d6 to determine what animal and resolve as normal. (Animal table near bottom of page)
3c: If the event is a wild animal encounter roll 1d6 to determine what animal and resolve as normal. (Animal table near bottom of page)
3d: If the event is a storm then a rainstorm (possibly violent) will start. Roll 2d6 for the severity (Beaufort Scale number) and 1d6 for the duration in hours. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
3a: If the event is a wild animal encounter roll 1d6 to determine what animal and resolve as normal. (Animal table near bottom of page)
3b: If the event is a storm then a violent wind will start, causing a "duststorm" (or a "sandstorm" if in a dune sea). Roll 1d6+6 for the severity (Beaufort Scale number) and 1d6 for the duration in hours, but if a 6 is rolled then roll 1d6 for the duration in days! Sand is heavy, so a sandstorm is rarely above 2 meters in height. It will resemble a vast, thick, rolling carpet gliding over the desert. Characters in the open without filter masks who cannot get their heads above the cloud will take 1 point of damage every 5 minutes (from smothering). Ground vehicles and shelters will be covered by 1d6-3 meters of sand. Characters in the open may take 1 point of damage from the abrasive action of the sand. Dust, being lighter than sand, can be flung up to great heights by the wind. Characters in the open without filter masks will take 1 point of damage every 15 minutes (from smothering). Improvised a filter mask from a piece of cloth will reduce this to 1 point of damage every 30 minutes. Duststorms do not bury things like sandstorms do. A duststorm on a salt flat is more dangerous. Characters in the open without filter masks will take 1 point of damage every 5 minutes (from smothering). Improvised a filter mask from a piece of cloth will reduce this to 1 point of damage every 10 minutes. Characters in the open may take 2 point of damage from the corrosive action of the salt. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1: Roll 1d6 for every 50 km travelled in the mountains to find the predominant terrain. Note that an ""oasis"" on Yori means an outcrop of moisture producing Desert Coral. (A ""canyon"" is a steep-sided valley.)
3a: If the event is an animal encounter roll 1d6 to determine what animal and resolve as normal. (Animal table near bottom of page)
3b: A rockfall or landslide event is dangerous. Roll 9+ on 2d6 for each character and/or vehicle to be hit by falling/rolling rocks. However ... To dodge a rockfall while on foot: 3c: If the event is a storm then a violent wind will start. Movement rates may be reduced and climbing may be impossible. Roll 1d6+6 for the severity (Beaufort Scale number) and 1d6 for the duration in hours, but if a 6 is rolled then roll 1d6 for the duration in days! 3d: A volcanic ash fall is dangerous. Characters in the open without filter masks will take 1 point of damage every 5 minutes (from smothering). Improvised a filter mask from a piece of cloth will reduce this to 1 point of damage every 10 minutes. Characters in the open may take 2 point of damage from the burning action of cinders. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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