Supernatural Frostfell Hazards
Frostburn is one of my favorite supplements for D&D 3.5. One section that I have always overlooked is the supernatural weather and terrain. Now that I do not play D&D 3.5 anymore, I will convert these things to GURPS.
WEATHER
Acid Sleet: A
squall of this corrosive sleet lasts for 6d seconds, and deals 1 point of corrosion
damage per second of exposure. Acid sleetfalls usually leave patches of acid
slush (see below).
Blood Snow Blizzard: A poisonous blood snow blizzard only manifests as a brief flurry
during the course of otherwise normal snowfalls, lasting for 10d seconds before
ending. A blood snow blizzard normally leaves a dusting of blood snow (see
below) behind. Each second a creature is caught in a blood snow blizzard takes 1
point of toxic damage if it fails an HT+1 roll. Blood snow is a contact agent. Any
creature that lost 1/3 HP to blood snow becomes nauseated (p. B428) until it
heals above this threshold.
Death Hail: This
black hail is filled with negative energy. If a character is exposed for at
least 10 minutes, he must make an HT roll or gain a cumulative -2 penalty to ST
and HT for a day. For every additional 10 minutes the character is exposed to
continuous death hail, he must make an additional HT roll. A typical death hail
storm lasts for 1d×10 minutes.
Howl of the North: At certain times, a moaning wind can be heard sweeping across polar
regions. In addition to the wind effects, the Howl of the North causes the
additional effects listed in the table below. A typical occurrence of the Howl
of the North lasts for 10d seconds. Damage listed in the table is from sonic
vibrations, not fire, and is a contact agent.
Wind Speed (mph)
|
Effect
|
0-12
|
-
|
13-24
|
Additional
-2 penalty to Hearing rolls
|
25-39
|
Additional
-4 penalty to Hearing rolls
|
40-63
|
Additional
-8 penalty to Hearing rolls; 1 point of non-incendiary burning damage per
second on a failed HT roll
|
64-73
|
Hearing
rolls are impossible; 1 point of non-incendiary burning damage per second on
a failed HT-2 roll
|
74-103
|
Hearing
rolls are impossible; 1 point of non-incendiary burning damage per second on
a failed HT-4 roll
|
104+
|
Hearing
rolls are impossible; 1 point of non-incendiary burning damage per second
|
Negation Flurry: Silvery and beautiful, negation snow is the bane of adventurers in the
polar regions. A flurry of negation snow typically occurs in the middle of an
otherwise mundane snowfall. A character within negation flurry must make a Will
roll every minute or have all ongoing magical effects dispelled, excluding
enchanted items and other Truly Permanent effects. Negation flurry is
considered a low mana area. A negation flurry normally lasts 2d minutes, and
may leave behind deposits of negation snow (see below).
Razor Sleet:
This storm of supernaturally strong and sharp snowflakes tears the skin of
creatures caught in it, dealing 1d-4 points of cutting damage and 1 point of non-incendiary
burning damage (from cold) per second. Normally,
razor sleet occurs as a short flurry or downpour in the course of an otherwise
normal snowstorm or icestorm. A squall of razor sleet lasts for 6d seconds, and
often deposits razor ice (see below).
Rust Flurry:
Resembling flurries of dirty, gray-black ash, rust flurries are dreaded by
travelers. All metal objects within rust flurry take 1 point of corrosion
damage per second. A rust flurry normally lasts for 1d6 minutes, and leaves
behind deposits of rustsnow (see below).
TERRAIN
Acid Slush: Found
most often in cursed frostfell bogs and marshes, acid slush is most dangerous
in cold or moderate temperatures—if the temperature is below -20°F, it freezes solid and loses its potency
until the weather warms again. Acid slush has a faint green hue, making it
difficult to notice except in good light. Spotting an acid slush bog before
entering it requires a Survival (Arctic)-2 check.
Acid slush deals 1 point of corrosion
damage per second of exposure, or 1d-1 corrosion damage with total immersion. Most
acid slush is about 1 foot in depth. It penalizes movement just as normal
slush.
Blood Snow: Thankfully
rare, blood snow is found atop glaciers created with evil magic or on open snow
fields scoured by cursed winds. It is deadly poisonous; any creature coming
into contact with blood snow must make a successful HT+1 roll or take 1 point
of toxic damage per second while it maintains the contact. Blood snow is a
contact agent. Any creature that lost 1/3 HP to blood snow becomes nauseated
(p. B428) until it heals above this threshold. Blood snow impedes movement as
does normal snow.
Creatures who can distinguish color need
not make any check to notice blood snow. Otherwise, spotting blood snow
requires a Survival (Arctic) check. Blood snow retains its potency for only 1d-1
days after it falls, and cannot be preserved.
Ebony Ice: Unhallowed
glaciers and unholy places in the great ice fields of the north sometimes
include expanses of ebony ice, jet-black sheets that gleam with dark energy. Ebony
ice impedes movement as does normal ice.
In addition, ebony ice is suffused
with negative energy. Undead creatures in an area of ebony ice gain a +1 bonus
to HT and Will. Any sighted creature notices ebony ice automatically, provided
they can see in the current conditions. Otherwise, spotting ebony ice requires
a Survival (Arctic) check.
Faerie Frost:
Faerie frost resembles an ice sheet with a faint rosy hue. It impedes movement
as does normal ice.
Creatures who remain in a region of
faerie frost for 1 minute or more become subject to its deadly hallucinatory curse,
and must make a successful Will-3 or begin to hallucinate (p. B428). Creatures that succeed on this roll
are immune to the effect of that patch of faerie frost for 24 hours. Hallucinating
creatures remain so indefinitely, but are entitled to a new Will roll once per
hour to break free of the faerie frost’s effects. While under the curse’s
effect, ensnared characters experience euphoric delusions of warm temperatures
and inviting flowery meadows. These characters often sit or lie down on the
ice. They remain subject to the normal effects of cold or other existing
conditions, remaining completely oblivious as they slowly freeze to death.
Characters who remain in a patch of
faerie frost for 24 hours must make a successful HT roll or turn to ice (as the
spell Flesh
to Ice). If a character succeeds on this roll, he must make a new HT roll
once per additional hour at a cumulative -1 penalty. Spotting faerie frost
requires a Survival (Arctic) check.
Lightning Pillars: Spectacular and deadly, a lightning pillar is a towering column of
brilliant blue-green ice (2d×10 feet high and 2d+2 feet thick) found in an
otherwise normal ice sheet. These pillars are composed of magical ice. When a living
SM-2 or larger creature comes within 15 yards of a lightning pillar, a bolt of
lightning explodes from top of the ice column, targeting a random SM-2 or
larger creature in range.
The pillar attacks at ESL 14. The
lightning deals 4d burning surge damage. Metallic armor counts as DR 1 against
this attack, but nonmetallic armor protects normally. Targets stuck by this
attack must make an HT roll, at -1 per 2 points of penetrating damage, or be
physically stunned. On subsequent turns, they can roll HT to recover. This
lightning behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details. After
unleashing a lightning bolt, a pillar must then recharge for 24 hours before it
generates enough electrical charge to unleash another bolt.
Spotting a lightning pillar is easy.
However, recognizing that the pillar poses a threat requires Survival
(Arctic)-2 check. Of course, once a character has witnessed a lightning pillar’s
effects, he is quite familiar with its danger.
Negation Snow:
Negation snow appears much as normal snow, but it has a noticeable silvery or
metallic sheen. It impedes movement as does normal snow. A character in contact with negation snow must
make a Will roll every minute or have all ongoing magical effects dispelled,
excluding enchanted items and other Truly Permanent effects. Negation flurry is
considered a low mana area. Spotting negation snow requires a Survival (Arctic)
check.
Razor Ice: Although
it resembles normal snow, razor ice is composed of supernaturally strong and
sharp snowflakes that shred the skin of those who pass through it, dealing 1d-4
cutting damage and 1 point of non-incendiary burning damage (from cold) per
second. Cutting damage stops, if the character does not move. Razor ice also
impedes movement as normal snow does. Spotting razor snow requires a Survival
(Arctic) check.
Rustsnow: Infused
with an elemental power to destroy metal objects, rustsnow is a dark grayish-black
powder that sometimes falls alongside normal snowfall in frostfell areas.
Rustsnow impedes movement as normal snow. In addition, all metal objects in
contact with rust snow take 1 point of corrosion damage per second. Spotting
rustsnow requires a Survival (Arctic)+2 check.
Snow Geyser: More
often found on extraplanar frostfell areas than on the Material Plane, snow
geysers are hidden vortices of cold energy that can spontaneously erupt,
damaging anyone nearby. A snow geyser eruption deals 3d crushing damage (random
direction of knockback) plus 2d non-incendiary burning damage (from cold) to any
creature within 3 yards. When a creature comes within 3 yards of an inert
geyser, roll 3d each second – on a roll of 15+ it erupts. Spotting a snow
geyser requires a Survival (Arctic) check.
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