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Exploration Hazards
Bad Weather (Any)
Blight (Any)
Deadly Gas (Desert, Marsh)
Dust Devil (Desert, Hill, Plain)
Grass Fire (Hill, Plain)
Volcanic Tremor (Hill, Mountain)
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An entry marked with this has additional sections within it.
Deadly Gas (Desert, Marsh)
Source
Ultimate Campaign pg. 159
In a marsh, pockets of flammable gas can build up under the surface before violently erupting, throwing rocks, mud, and debris in all directions with startling force. In a desert, toxic fumes from a natural vent, old mine, or magical disaster might leak into the air, poisoning or mutating nearby creatures.
In a marsh, PCs can attempt a DC 15 Perception check to notice the smell and swelling before it erupts. The eruption deals 2d6 points of bludgeoning damage in a 20-foot radius, or 4d6 points of fire damage if the area contains open flame.
In a desert, PCs can attempt a DC 15 Perception check to notice the fumes and get out of their path before coming to harm. Otherwise, they must succeed at a DC 15 Fortitude save or take 1d4 points of Constitution damage and be nauseated for 10 minutes.