Malevolent Sand Storm
At a glance
Environment overview
A 1000 ft high tempest of swirling, crimson sand sweeps with glacial fury. This arcane cataclysm disrupts the very weave of magic and the workings of all contraptions in its colossal wake, the blinding grit lasting anywhere from two days to a week before the sky clears. Some factions exploit the chaos in order for gains.
Potential adversaries
Features
Passives
passive-
Storm's Approach
The storm creates a countdown (12) that activates when PCs first see it on the horizon. While the
countdown is active, all technology functions unreliably—any roll using tech-based equipment that results with Fear causes the device to malfunction until repaired. When the countdown reaches 0, the storm arrives
and "System Overload" activates.Questions- What signs herald its approach beyond the visible wall?
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Dangerous Times
Upon entering the sandstorm, each PC’s Fear Die becomes a d20 for Action Rolls.
Focusing the Mind: A PC may Mark 1 Stress at any time to return their Fear Die to a d12 until their next Roll with Fear.
The Breach: Whenever a PC makes an Action Roll with Fear (Success or Failure), the storm breaks their composure; their Fear Die immediately returns to a d20.Questions- What about the storm strikes fear in this moment?
- How are you overcoming the frightful storm in this moment to focus on what needs to be done?
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Blinding Grit
The air is a thick wall of swirling sand and arcane static.
Ranged attacks beyond Close range have disadvantage. Any attempt to move beyond Very Close range requires a successful Agility Roll or Strength Roll.Questions- How do you keep your bearings when you can't see your own hands?
- What landmark are you using to make sure you aren't walking in circles?
Actions
action-
Lost in the Vortex
The storm reaches a crescendo. All PCs must make an Instinct Roll or Finesse Roll to stay together. On a failure, they are Lost and separated from the group.
Questions- What was the last thing you heard your friend scream before the wind took their voice?
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Arcane SurgeFear 2
The cosmic storm intensifies dramatically. All creatures exposed to the storm must make an Reaction Roll against the storm's Difficulty. On a failure, they take 2d8+2 Magic Damage. On a success, they must mark a Stress. Additionally, until the start of the GM’s next turn, all Magical or Technological abilities have Disadvantage on their rolls.
Questions- What valuable resource or location becomes accessible or destroyed during the surge?
- What strange phenomenon manifests during the peak intensity?
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Shelter CompromisedFear 1
The storm forces a breach in the shelter through structural failure, an arcane surge, or forced entry.
All occupants must succeed on a Reaction Roll.
On a Failure, take 2d6+3 physical damage become Vulnerable. On a Success, mark 1 Stress.
Breached: The shelter is Unreliable and no longer protects against the storm's passive effects until repaired with a Progress Countdown (4).
The Intruders: Alternatively, the GM may spend 2 Fear to replace the damage with the arrival of a group of adversaries who force their way into the shelter as it fails.Questions- Which part of your safe haven gives way first?
- As the figures emerge from the grit, which PC do they lock eyes with first?
Reactions
reaction-
System OverloadFear 1
Trigger: A PC rolls with Fear to cast a spell or use a technological item.
Spend 1 Fear to have the arcane interference cause dangerous feedback.
The PC takes 2d6+3 Magic Damage and must succeed on an Instinct or Strength Reaction Roll, or mark 1 Stress upon failure.Questions- How does your magic manifest as it backfires—is it blue sparks or a sickening silence?
- What does it look like as your technology fails?
About this environment
A 1000 ft high tempest of swirling, crimson sand sweeps with glacial fury. This arcane cataclysm disrupts the very weave of magic and the workings of all contraptions in its colossal wake, the blinding grit lasting anywhere from two days to a week before the sky clears. Some factions exploit the chaos in order for gains.
Malevolent Sand Storm
Tier 2 Event
A 1000 ft high tempest of swirling, crimson sand sweeps with glacial fury. This arcane cataclysm disrupts the very weave of magic and the workings of all contraptions in its colossal wake, the blinding grit lasting anywhere from two days to a week before the sky clears. Some factions exploit the chaos in order for gains.
Impulses: Lay Waste, Disrupt
Difficulty: 14
Potential Adversaries: Elementals, Criminals, Spirits, Desperate People
Features
Storm's Approach - Passive: The storm creates a countdown (12) that activates when PCs first see it on the horizon. While the
countdown is active, all technology functions unreliably—any roll using tech-based equipment that results with Fear causes the device to malfunction until repaired. When the countdown reaches 0, the storm arrives
and "System Overload" activates.
- What signs herald its approach beyond the visible wall?
Dangerous Times - Passive: Upon entering the sandstorm, each PC’s Fear Die becomes a d20 for Action Rolls.
Focusing the Mind: A PC may Mark 1 Stress at any time to return their Fear Die to a d12 until their next Roll with Fear.
The Breach: Whenever a PC makes an Action Roll with Fear (Success or Failure), the storm breaks their composure; their Fear Die immediately returns to a d20.
- What about the storm strikes fear in this moment?
- How are you overcoming the frightful storm in this moment to focus on what needs to be done?
Blinding Grit - Passive: The air is a thick wall of swirling sand and arcane static.
Ranged attacks beyond Close range have disadvantage. Any attempt to move beyond Very Close range requires a successful Agility Roll or Strength Roll.
- How do you keep your bearings when you can't see your own hands?
- What landmark are you using to make sure you aren't walking in circles?
Lost in the Vortex - Action: The storm reaches a crescendo. All PCs must make an Instinct Roll or Finesse Roll to stay together. On a failure, they are Lost and separated from the group.
- What was the last thing you heard your friend scream before the wind took their voice?
Arcane Surge - Action: The cosmic storm intensifies dramatically. All creatures exposed to the storm must make an Reaction Roll against the storm's Difficulty. On a failure, they take 2d8+2 Magic Damage. On a success, they must mark a Stress. Additionally, until the start of the GM’s next turn, all Magical or Technological abilities have Disadvantage on their rolls.
- What valuable resource or location becomes accessible or destroyed during the surge?
- What strange phenomenon manifests during the peak intensity?
Shelter Compromised - Action: The storm forces a breach in the shelter through structural failure, an arcane surge, or forced entry.
All occupants must succeed on a Reaction Roll.
On a Failure, take 2d6+3 physical damage become Vulnerable. On a Success, mark 1 Stress.
Breached: The shelter is Unreliable and no longer protects against the storm's passive effects until repaired with a Progress Countdown (4).
The Intruders: Alternatively, the GM may spend 2 Fear to replace the damage with the arrival of a group of adversaries who force their way into the shelter as it fails.
- Which part of your safe haven gives way first?
- As the figures emerge from the grit, which PC do they lock eyes with first?
System Overload - Reaction: Trigger: A PC rolls with Fear to cast a spell or use a technological item.
Spend 1 Fear to have the arcane interference cause dangerous feedback.
The PC takes 2d6+3 Magic Damage and must succeed on an Instinct or Strength Reaction Roll, or mark 1 Stress upon failure.
- How does your magic manifest as it backfires—is it blue sparks or a sickening silence?
- What does it look like as your technology fails?
Malevolent Sand Storm
A 1000 ft high tempest of swirling, crimson sand sweeps with glacial fury. This arcane cataclysm disrupts the very weave of magic and the workings of all contraptions in its colossal wake, the blinding grit lasting anywhere from two days to a week before the sky clears. Some factions exploit the chaos in order for gains.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Malevolent Sand Storm Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
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Discussion
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