Hazards: Horror Environments
Here we have environmental hazards from Heroes of Horror and Lords of Madness converted to GURPS.
Abyssal Blackgrass: Patches of this thick black weed often spread through planar portals
or through tiny seeds inadvertently carried in the clothing or gear of planar
travelers. When it takes root on the Material Plane, abyssal blackgrass grows
in a small clump about one foot across, although its roots spread in a 16-yard radius
just under the surface of the ground.
Natural healing of HP and FP is
impossible within 16 yards (in any direction) of a clump of abyssal blackgrass.
Supernatural healing is impaired, restoring only half the normal number of HP
and FP.
Anyone who casts or is subject to a
spell granted by an evil deity while within 15 yards of a clump of abyssal
blackgrass must make a successful HT roll or gain 1d-1 points of Corruption.
Pulling up a clump of blackgrass
does not kill it or negate its baleful effect, and the grass regrows in 1d/2
days. Only digging up the entire root system—or destroying the plant with a
blight or similar spell—can prevent it from regrowing.
Bilestone: Bilestone
is similar to obsidian in texture and strength, but it feels slightly greasy and
warm to the touch. Large concentrations of bilestone (such as a vein running
through rock or portions used in the construction of a building) have a
debilitating effect on the minds of all creatures within 10 yards that are not aberrations.
If such a creature is within 10 yards of a cube of bilestone 1 or more yards on
a side, it takes a –2 penalty to Will.
Blood Rock: In
certain places, the very essence of war and violence suffuses the earth or
stone. Found naturally in ancient battlefields and certain outer planes, blood
rock can be extracted from such areas and used to infuse other locations with
the same violent essence.
An area of blood rock increases the
lethality of any attack made by a creature standing in that area. All wounds
dealt to a creature standing in an area of blood rock bleed as if the creature
had Hemophilia (p. B138). This bleeding does not stop even if the creature
leaves the area of blood rock.
Deliberately seeding an area with
blood rock requires 5 pounds of blood rock for every hex to be affected. Simply
carrying 5 pounds of blood rock around in your pockets is not enough to be
affected by its presence. Blood rock must be placed in an area for a period of
at least 48 hours before its presence permeates the area.
Charnel Bog:
Often formed at the sites of great battles where water has come in to cover the
wasted land, charnel bogs are both horrible and deadly. Pale grasses grow on
desolate islands in the midst of these bogs, but no living animals inhabit
charnel bogs. Such an aura of evil pervades a charnel bog that certain magic is
impeded within its borders. Characters attempting to cast a healing spell or a
spell granted by a good deity must make a successful Will-3 roll or fail the
casting and lose 2 FP.
Characters camping within a charnel
bog find their sleep troubled by nightmares as if they had Nightmares (9) (p.
B144).
Finally, characters whose travels
take them on long treks through a charnel bog find it sapping their will and
even robbing them of their desire to leave the place. They experience
increasing apathy and despair, a dulling of their senses, and a growing feeling
of paranoia. At the conclusion of every week spent in a charnel bog, any living
creature must make a Will roll at -1 per a consecutive week spent in the bog.
Failure indicates that the character has lost all will to continue on her
journey. She cannot leave the bog of her own volition and has no desire to do
so. All memories of her previous life slowly fade into nothingness, but
restorative spells can return the character to normal.
Also, some charnel bogs are suffused
with corruption, so that a character entering the bog must make a HT roll. If
he fails, his physical Corruption score increases by 1d-1. Even on a successful
roll, his Corruption score increases by 1.
Night Stone:
This stone is infused with raw negative energy. A living creature within 2
yards of a floor, wall, or statue formed of night stone must make an HT roll
every second to avoid taking 1 point of toxic damage. A Death
Ward spell or a similar protection against death effects protects a
character from this damage.
Tainted Blood Rock: Indistinguishable from normal blood rock except that it radiates an aura
of evil that can be detected with appropriate abilities, tainted blood rock is
suffused with hatred and evil as well as violence. A creature that deals damage
to another creature while standing on tainted blood rock must make a successful
HT roll or gain a number of points equal to injury
received by the victim of the attack. This HT roll takes a -1 penalty per 2 points
of injury dealt.
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