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  1. HYPERBOREA (orig by C. A. Smith) [R18+]
  2. Lore

# C. SPECIAL NATURAL EVENTS

@< EVENT > TORNADO [Rare]

Conditions: Does not apply in Winter.

  • Requirement: Always preceded by a @< EVENT > HAILSTORM; accompanied by a @< EVENT > THUNDERSTORM.

  • Stats: $500$ feet diameter; moves at rate $60$.

  • Behavior: Chases PCs for $2d6$ rounds; affects property/housing first in settlements.

  • Effect: Identical to @+Control Weather spell (Tornado).

@< EVENT > VIOLET LOTUS [Uncommon]

Conditions: Does not apply in Winter.

  • Detection: Spotted only if the party includes a [Barbarian], [Ranger], [Witch], [Druid], [Shaman], or [Scout].

@< EVENT > VOICE OF DOOM [Rare]

Conditions: Narrative/Occult.

  • Duration: $1d6$ rounds.

  • Mechanics: Only PCs can hear it. Pass a Spell Save DC15 or suffer $1d10$ damage (bleeding from eyes/ears).

  • Curse: Those damaged must pass a second Spell Save DC15 or be Cursed (as per a random cursed scroll).

@< EVENT > WAR PARTY [Uncommon]

  • Composition: $5d4 + 30$ [Warriors] (Level 1) led by a Level 5 Warrior Leader.

  • Magic: 25% chance of a [Shaman] (Leader if Level 6+).

  • Equipment: 25% chance of poisoned arrows (Class $1d3$ poison).

  • Behaviour: Highly aggressive; strangers met with arrows unless reaction is favourable.

@< EVENT > WATERSPOUT [Uncommon]

Conditions: At Sea; Does not apply in Winter.

  • Stats: Size/Damage of a [[Class III Air Elemental]].

  • Behaviour: Attacks a random PC on deck and deals $1d6$ hull damage per round.

  • Combat: Natural phenomenon; immune to combat and Dispel Magic. Dissipates after $1d6$ rounds.

@< EVENT > WEIRD VIBRATIONS [Legendary]

  • Duration: $1d6$ hours.

  • Penalty: All PCs are at Disadvantage on all rolls.

  • Sanity Loss: Each hour, pass a Spell Save DC20 or lose $1d3$ INT and WIS.

  • Insanity: PCs falling below $3$ in either stat go violently insane until the music stops.

  • Recovery: Stats regain at $1d3$ per turn afterward; permanent insanity check required for those who went mad.

@< EVENT > WHIRLPOOL [Rare]

Conditions: At Sea; Does not apply in Winter.

  • Distance: Forms $1d10 \times 10$ yards away.

  • Escape: % chance to escape equals the distance in yards.

  • Effect: Small ships ($<50$ ft) are $75\%$ likely to be swallowed. Larger ships suffer $2d6$ hull damage.

@< EVENT > WHITE DEATH [Legendary]

Significance: Malice of the [[Ashen Worm]].

  • Area: $1d10$ miles diameter centred on PCs.

  • Effect: Topography warps into vertiginous glacial slopes in all directions.

  • Sanity: If topography is impossible, pass a Spell Save DC20 or go insane. See Lore: 3. Madness (Insanity)

  • Navigation: Automatically Lost; movement reduced to $1/4$.

  • Encounters: All random encounters must be [[ABBERATION]], or [[FIEND]].

@< EVENT > WHITE-SPECKLED BLUE LOTUS [Uncommon]

Conditions: Daylight hours only; Does not apply in Winter.

  • Detection: Same as Violet Lotus (Requires specific classes).

  • Hazard: $1d6$ [[White-Speckled Blue Lotus Zombies]] lurk nearby and attack if the party is sprayed or misses the lotus.

@< EVENT > WILDFIRE [Rare]

Conditions: Summer only.

  • Requirement: Always preceded by a Heat Wave ($1d6$ days).

  • Warning: Animals flee toward PCs.

  • The Fire: A line of flame $1d10$ miles long, moving at rate $20$.

  • Effect: Acts as a massive Wall of Fire spell (8d6 fire damage). Only halted by large water bodies or firebreaks.

@< EVENT > WIND FROM THE GULF [Rare]

Conditions: Outdoors only.

  • Duration: $2d6$ hours.

  • Buff/Debuff: All PCs are under a Blight spell (reverse Bless spell). Turn Undead/Dæmon rolls are at Disadvantage.

  • Mechanics: Without sturdy shelter, pass a Constitution check every hour or suffer $1d20$ hp damage.

@< EVENT > WINDSTORM [Uncommon]

  • Duration: $1d6$ hours.

  • Damage: $1d10$ from debris every hour (Dexterity Save to negate).

  • At Sea: Boats on rivers/lakes are driven ashore for $3d6$ hull damage.