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Grand Tempest

Environments Designed by simonm223

At a glance

Tier
4
Type
Event
Difficulty
20
Impulses
violent wind channels from sky to ground flattened buildings

Environment overview

A massive storm with gale force winds

Potential adversaries

Thunder Dragon The Thunder Dragon's Minions

Features

Passives

passive
  • Chaotic Environment

    Due to the wind, debris and lightning within the storm, no perception is possible beyond Close range unless a character makes an appropriate ability check.

    Questions
    • The wind howls around you, dirt and fog boil. What do you do to navigate in this chaos?

Actions

action
  • Burst of wind
    Fear 1

    Spend one fear. All PCs within the tempest must make a strength reaction check or become Vulnerable.

    Questions
    • The wind surges, sand stings your eyes, how do you brace yourself?
  • Lightning Stroke
    Fear 1

    Target must make an agility or instinct reaction roll or they take 4d12+8 magic damage

    Questions
    • You smell ozone and feel the hairs on your skin begin to rise. You have not even a second before the lightning strikes. What do you do?
  • Whirlwind
    Fear 2

    A whirlwind touches down centered on a point within the storm. All creatures within close range of that point are pulled up into the air and thrown out again from a great height, taking 4d12+12 physical damage. They may make an appropriate reaction roll to reduce the damage to half.

Reactions

reaction
  • Lull in the Storm

    Roll 1d12. This becomes the Tempest countdown. Each time you spend a fear to activate a tempest effect increment the die down one. When you remove the die the storm fades.

About this environment

A furious storm summoned by an ancient dragon.

Grand Tempest

Tier 4 Event

A massive storm with gale force winds

Impulses: violent wind, channels from sky to ground, flattened buildings

Difficulty: 20

Potential Adversaries: Thunder Dragon, The Thunder Dragon's Minions

Features

Chaotic Environment - Passive: Due to the wind, debris and lightning within the storm, no perception is possible beyond Close range unless a character makes an appropriate ability check.

  1. The wind howls around you, dirt and fog boil. What do you do to navigate in this chaos?

Burst of wind - Action: Spend one fear. All PCs within the tempest must make a strength reaction check or become Vulnerable.

  1. The wind surges, sand stings your eyes, how do you brace yourself?

Lightning Stroke - Action: Target must make an agility or instinct reaction roll or they take 4d12+8 magic damage

  1. You smell ozone and feel the hairs on your skin begin to rise. You have not even a second before the lightning strikes. What do you do?

Whirlwind - Action: A whirlwind touches down centered on a point within the storm. All creatures within close range of that point are pulled up into the air and thrown out again from a great height, taking 4d12+12 physical damage. They may make an appropriate reaction roll to reduce the damage to half.

Lull in the Storm - Reaction: Roll 1d12. This becomes the Tempest countdown. Each time you spend a fear to activate a tempest effect increment the die down one. When you remove the die the storm fades.

Discussion

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