Environment effects (Bonds of Blood)

Winter
A fortitude save of 15 must be made during the day to avoid 1d6 cold damage. During the night a fortitude save of 20 must be made to avoid 2d6 cold damage. Damage is applied every turn.

Desert
A fortitude save of 15 must be made during the day to avoid 1d3 fire damage and 1d3 sonic damage from sand storms. Damage is applied every turn.

Underwater
A player may hold his breath up to 2 rounds per constitution point. After that he must make a fortitude save of 10 + 1 per round. When he fails the fortitude save he is dead. To regain his breath the player must leave the water for 3 rounds.

Lava
A fortitude save of 20 must be made to avoid 2d6 fire damage. It is possible that molten rock may hit the party at anytime. Damage is applied every turn.

Lightning Strikes
Though rare is it possible to get hit by lightning during a storm. Lightning does 1d6 electrical damage and strikes every turn.

Extreme
It is possible to find extreme areas that deal twice the damage as the environment effects listed.