collapsing dir structure
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metadata:
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headers:
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- Roll
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- Frequency
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- Description
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- Effect
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die: 20
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frequencies:
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default:
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Common: 0.5
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Uncommon: 0.3
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Rare: 0.15
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Weird: 0.05
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deadly:
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Common: 0.05
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Uncommon: 0.15
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Rare: 0.3
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Weird: 0.5
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Common:
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- Clear Skies: No effect
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Uncommon:
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- Scorching Temperatures: 2x water consumption
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- Clinging Sand: Disadvantage on STR checks and saves
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- Searing Light: Disadvantage on DEX checks and saves
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- Ghostly Wailing: Disadvantage on CON checks for concentration checks
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- Low Oxygen: Disadvantage on INT checks and saves
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- Glowing Dust Storm: Disadvantge on WIS checks and saves
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- Psychic Fog: Disadvantage on CHA checks and saves
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- Sand Storm:
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Heavily obscured; visibility 5ft, disadvantage on WIS
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(Perception) checks and INT (Investigation) checks
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- Burning Sands:
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Ground travelers must succeed on a DC 15 CON save or take 1d6
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fire damage every half-day.
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- Oppressive Quiet: Silence beyond 20ft; disadvantage on WIS checks involving sound
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- Insect Swarms: 1d6 Piercing damage per half-day
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- Air of Dread: Succeed on DC 15 WIS save or be frightened for half-day
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Rare:
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- Spontaneous Hail: No effect; counts as magical water if consumed
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- Glowing Auras: Faerie Fire spell effect
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- Heavy Gravity: Disadvantge on STR, DEX checks and saves
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- Random Whirlwinds:
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At the start of each round, whirlwinds 10ft in diameter and and
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100ft tall randomly form. Any creature within 10ft of a
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whirlwind at the start of their turn must succeed on a DC 15 STR
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(Athletics) save or be pulled 10ft towards it. A creature
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occupying the same space as a whirlwind at the start of their
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turn takes 1d8 bludgeoning damage.
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- Tentacles:
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At the start of each round, Black Tentacles is cast on a random area. Creatures starting their turn there must succeed on a DC 15 DEX saving throw or take 1d6 bludgeoning damage and be restrained. A creature who starts their turn already restrained takes 1d6 bludgeoning damage.
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- Broken Time:
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At the start of each round, the DM rolls a d20. Until the start
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of the next round, anyone with initiative score greater than or
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equal to the DM's roll is slowed and anyone lower is hasted.
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Weird:
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- Whispered Insanity: >
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"Clear skies" (but you are cursed; the DM rolls for each traveler)
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d1 - None of this is really happening.
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d2 - We're invincible!
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d3 - They're all turning against you.
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d4 - You're being followed.
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d5 - An object in your inventory is the key to your survival.
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d6 - Your soul has fled your body.
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d7 - One of your companions is an imposter.
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d8 - You should take off your clothes and experience true freedom.
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- Inverted Bubble Rain: No effect
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- Hot Metal Storm:
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Heat Metal spell effect (gearforged take 1pt exhaustion per half-day)
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- Morphing Dust: DC 15 WIS saving throw or become a frog each half-day
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- Ethereal Wind: Travelers are transported to the Border Ethereal.
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- Arcane Mirages: Mirage Arcane spell effect; disadvantage on skill checks to Forage and Survey
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- Magonic Field Resonance: All spell damage / effect rolls are maxed.
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