Avernus Terrain and Weather

by ihopethiswork

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Weather of Avernus

The plane of Avernus has weather that could kill the unprepared.

Humidity

Avernus is similar to a desert in that it lacks fresh water. However, there are pockets of humidity after a large battle. Ichor and viscera evaporate in the hot atmosphere and collect in localized areas. They humidity is never comfortable.

d20 Humidity
1 Arid
2-10 Dry
11-19 moist
20 Sticky

Water consumption double on arid days.

Precipitation

Precipitation refers to not only water falling from the sky in Avernus, it includes all supernatural phenomenon that falls.

d20 Precipitation
1-10 Clear sky
11-14 Smokey clouds
15-16 Acid rain
17 Rust fall
18 Ichor rain
19 Blood rain
20 Fiery clouds

Wind

Rapid fluctuations in temperature forms strong winds in Avernus.

d4 Wind
1 No wind
2 Mild wind
3 Fast wind
4 Oppressive wind

Oppressive wind pushes everything downwards

landscape

Terrain

The elevation, texture and material, and water level.

The outcome of rolling on these tables is a prompt rather than exact terrain. Feel free to add or change based on your own game.

Elevation and feature
d20 Elevation
1-3 Flat
4-6 Hills
7-9 Mountain
10-11 Canyon
12-13 Volcano
14-15 Vally
16-17 Mesa
18 Cliff
19 Basin
20 Crater
Material Composition
d20 Composition
1-5 Dirt
6-9 Stone
10-14 Stone gravel
15-16 Red sand
17 Bone gravel
18 Iron sand
19 Blood sands
20 Mud

Rivers

River styx and lava
d6 River
1-4 No river
5 Styx
6 Lava
River Appearance

If there is a river, figure out what it looks like.

d20 Loot
1-4 Narrow stream
5-8 Winding
9-12 Braided
13-16 Lake
17 Swamp
18 Delta
19 Waterfall
20 Pond

Disasters

Avernus is a dangerous place. Even the inhabitants will all agree that the most frightening thing in this plane is its weather.

d100 Disaster
1-90 No Disaster
91 Meteor shower
92 Locust swarm
93 Fungus plague
94 Stygian Flood
95 Planar disturbance
96 Arcane Storm
97 Tornado
98 Earthquake
99 Soulburn Wildfire
100 Volcanic eruption

You can change the probability to fit your idea of Avernus.

Sheltering from Disasters

The party as a group can make a perception check to spot a safe shelter from any disaster. The effectiveness of the shelter range from half damage from disasters to full protection. The party can make additional perception checks to look for another shelter after 1 minute of travel.

A disaster can last as long and effect an area as large as the DM wishes. However, if you don't like arbitrarily assigning numbers you could roll 1d4 to determine number of hours it lasts, and 1d4 for number of miles it effects.

Perception check Shelter capability
9> Half damage from effects
10-14 Advantage and half damage against effects
>14 Full protection

Shelters can be natural canyons, caves, city ruins, or the carcass of a large creatures.

Meteor shower

An all consuming black cloud threaten to swallow the world. From deep within this cloud balls of ash and fire collect and fall to the ground. For ever minute traveled in a meteor shower there is a 5% chance that a meteor falls near the party. Helm can make a vehicle handling check DC 14 to avoid the meteor. On a failure the vehicle takes 10d6 fire damage. A meteor shower lasts for 2d6 hours and moves in all direction at around 100mph.

Locust swarm.

A large swarm of blood sucking insects scour the lands of Avernus to feed. Any creature not indoors or magically protected must make a constitution saving throw or take 2d4 damage for every minute they spend without protection.

Fungus plague.

Spores of brown and green float in the air like dust. Any dead carcass instantly sprout vibrant colored mushrooms. A living creature that breathes the spores in will feel sleepy and sluggish, they must make a CON save DC 13 or become poisoned for the next hour.

Stygian Flood

The river Styx swell in size due to influx of souls or by powerful magica cast in the lower planes. During a flood, the river swells in double, or even triple in it's width unexpectedly.

Creatures on foot must make a DC 17 DEX saving throw to out run the flood. Escaping in a vehicle requires a helm skill check DC 13. A failure does not mean full exposure to river styx.

On on the first failure, creatures are splashed by small drops of the river, losing a piece of memory permanently. (the character or DM decides)

A second failure represents longer exposure to river styx, They forget the name of a loved one and all memories associated with them for the next 7 days.

A third failure time exposes the creature to the full effects of the river. (DC 20 feeblemind)

Success at any point allows the creature to succeed in escaping the sudden flood.

Planar Disturbance.

Portals connecting to other planes or teleportation spells cast on Avernus have a 10% chance of failing. In addition, portals appear randomly and take curious souls to somewhere else or to an adjacent plane.

When a creature steps into a portal, roll a d 20, on a 4 or higher the creature is taken to a random, location in Avernus.

On a 3 the creature is taken to the Wandering Emporium.

On a 2 the creature is taken to the frozen landscape of Cania, taking 4d8 cold damage and return to the original position after 1 minute.

On a 1 the creature is taken to a realm of slime and fungus. Make a WIS saving throw or become poisoned and see vision of death for the next 1d4 days.

Arcane Thunderstorm.

Slow moving blue and red streaks of hot lightning strikes the ground from the sky. Add a d8 to all lighting damage rolls. For each minute spent inside the disaster, roll a d20, on a 18 or higher, the party is struck by lightning, taking 3d8 lightning damage.

Tornado

A strong twister of red fiery embers tear across Avernus. Creatures not under total cover must make strength saving throw DC 16 to hold on to something. A creature that failed takes 2d6 fire damage and lifted up to 100 feet into the air. Vehicles like the demon grinder is heavy enough to stay grounded and can offer advantage to saving throws to its passengers.

Earthquake

The ground cracks and structures break and crumble. Each creature must make a Dexterity saving throw DC 16 to avoid falling debris. On a failure, they take 4d6 bludgeoning damage and are knocked prone, half damage and they are not knocked prone on a success. A creature makes the save every minute in the area of effect of an earthquake.

A creature with nothing above them does not need to make this save.

Soulburn Wildfire

While some inhabitants are completely immune to the burning of fire, they are not immune to the corrupting effects of Avernus wildfire. This blue flames seem to scream as it consumes everything in its path.

Soulburn fire leaps across creature and objects alike to seek out souls. A creature caught in the blaze takes 4d6 necrotic damage at the beginning of each round. A creature that took this damage must make a DEX save DC 14 to put themselves out. Any creature in 10 feet radius must make the same save or take the damage themselves.

Volcano Eruptions

The surface of Avernus is constantly changing supernaturally. Volcanoes appear suddenly and disappear just as fast. The trouble comes when an active volcano moves beside unsuspecting creatures. Make Helm check DC 14 to stir out of the way of exploding volcano or take 2d6 fire damage and 2d6 poison damage as volcanic ash rain down on surrounding creatures.

 

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