Post by Emmarie on Jun 21, 2011 18:37:12 GMT -5
ENVIRONMENT > Natural Hazards
Animal Hail
A local oddity where small animals, usually amphibians and fish, rain from the sky for 1d4 rounds. Usually they are dead, having been picked up by a waterspout and catapulted into the atmosphere for hours, then dropped at a random location. Such hails have been reported up to 100 miles from the swamp. No damage is caused unless the animals are alive (i.e. poisonous snake hail).
Blackwater
Water in any swamp or bayou can appear dark and oily. It's not normally dangerous and can be consumed without harm. The black color is due to the saturation of cypress tree sap into the water. Though in some of the more sinister areas of the swamp, blackwater becomes corrupted and toxic, causing all sorts of curses and potionlike effects.
Black Rainbow
During the winter months, after intense storms, there sometimes appears a black rainbow that offers various shades of gray to black. Weather prediction is impossible for 72 hours after a black rainbow is spotted, and some see it as a portent of evil.
Blood Rain
In the spring months, approximately 5% of the rain storms are infused with red water droplets that cause panic or fear. A drop of blood rain that touches the skin of a creature causes an affect similar to a fear spell. A (willpower) save of DC17 avoids this affect for 24 hours. Sometimes blood rain is referred to as "Rain of Terror".
Dark Grass
Black grass, also called needlerush, is all over the marsh regions. It's dark tips are sharp as needles, causing a painful prick or cut to any creature that bumps it. Falling into a patch of these rushes causes 1point of damage, if a (acrobatics) save of DC12 fails.
Dread Fog
A mysterious, thick fog frequently rolls in above the waters and lands of the Dread Mire. This fog temporarily suppresses the memories of sentient creatures caught within it, starting at the moment they enter the fog. The amnesia affects all creatures that fail a (willpower) save of DC15 and lasts until the fog is gone, or they leave the foggy area. Once a creature leaves the foggy area, all experiences in the fog are irrevocably forgotten, not even a wish or miracle will reclaim the memories.
On any given day there is a 70% chance of dread fog, during the day it drops to 10%. On moonless nights the fog occurs just about everywhere in the swamp.
Floating Marsh
A floating marsh develops from an anchored marsh that builds up a layer of humus over many years. As the original humus becomes thicker, the buoyancy of the mat increases. During high water periods it breaks free and floats. It is estimated that 70% of marshes are floating. They can support the weight of adventurers and there is only a few feet of water usually beneath them. Some monstrous predators though have learned to go beneath these marshes and listen for prey above.
Gaseous Cloud
Anomalous clouds of toxic vapors can leak from the ground in all parts of this swamp. These are more than just swamp gas. Results from exposure range from death from poison, asphyxiation or weird potionlike effects.
Giant Hailstones
Giant black hailstones sometimes rain down upon Dread Mire especially in the winter. A direct hit does 1d6 damage.
Insect Cloud
Clouds of biting insects such as mosquitos, black flies, horseflies, gnats and even stranger bugs are found throughout the Dread Mire but usually in spring and summer months. Creatures in the midst of such a cloud are utterly miserable, suffering countless non-lethal bites and stings on exposed skin. A flying insect cloud lasts 1d3 hours. A creature damaged in a cloud is covered in itching, painful welts and takes a -1 to attacks and checks for 1 hour. A healing potion removes all welts and irritation.
Mire Fire
Pockets of methane form in the swamp when water cuts off the oxygen supply to soil, encouraging anaerobic fermentation. These pockets of swamp gas are normally harmless. Swamp methane is flammable though, and fire introduced into an area of swamp methane can set off a deadly explosion known as "mire fire" locally. An area of swamp methane is easily identified by smell (DC10). Any amount of fire brought in the area has a chance of igniting it. If a pocket of swamp methane ignites, roll 1d4 to determine it's size: 1=1d3 fire dmg, 5 foot radius; 2=2d3 fire dmg, 10 ft radius; 3=3d3 fire dmg, 15ft radius; 4=4d3 fire dmg, 20 ft radius. Any creature in the radius of the explosion can make a (reflex) save and if they pass (DC15) they take half damage.
Phosphorous
Phosphorous buildup is common in many swamps, and it's bizarre to look upon but generally harmless. Disturbed phosphorous collecting at the bottom of the swamp glows in the nets of shrimpers and fishers, causing a brief luminescence as the water drips from the threads.
Quaking Bog
These are mats of floating peat and vegetation that even small trees and shrubs grow on, but are thin in some places so that when you are walking you instantly know you are on one as the ground shakes and trees move back and forth as the mat bobs on the water. Stepping onto a weak area breaks the mat and requires a (acrobatics) save of DC15 to avoid falling through. The hole in the mat remains open, but until the creature escapes they are prone to drowning in water, or quickmud. It takes a Climb DC12 to climb out of a water hole.
Quickmud
Quickmud is simply an 8 to 20 foot deep pool of mud and water, which on casual glance appears as solid ground. Like quicksand, quickmud allows a creature a spot check (DC8) to see it. Treading water is not possible in quickmud though. Freeing oneself from quickmud requires a Strength check (DC10 +2 per foot creature is stuck in mud). A stuck creature that can grasp nearby roots, branches or rocks receives a one time +4 to check. A creature that unsuccessfully attempts to free themselves sinks one foot deeper. A creature whose head sinks below the surface is subject to drowning.
Red Tide
During spring and summer months, microscopic dinoflagellates can suddenly bloom wildly causing a 'red tide'. The water appears blood red and filled with toxins. Such toxins affect the nervous system if absorbed through the skin (paralyzation). Some red tides are from corrupted phytoplankton producing bizarre effects and non-red colors (blue tide for example).
Sluagh
A sluagh occurs when hosts of unseelie fairies and non-corrupted fairies engaged in mid-air battle. The sounds of their fighting, including spells shouts and clanging weapons can be heard by witnesses on the ground and after one of these conflicts, the mud, reeds, trees, water and rocks are stained with their blood and gore. Damage to bystanders is common from stray spells, wayward missiles, etc).
Swarms
Swarms occasionally occur in the Backswamp, especially near the Deadmire.
Water Weather
The Drak'an Myr has a monsoon season, from Midsummer to the start of Autumn, in which sudden thunderstorms are common. Sometimes destructive hurricanes come from the sea in the fall, one mild hurricane hitting the coast every 2 years.
DISEASES of the SWAMPS
Arboreal Tickbumps causes joints to become stiff, fever, swollen eyelids and tiny blue bumps on the skin.
Badmouth causes swelling inside the mouth and causes the inability to swallow after three days.
Bloated Death causes moisture in the air to be absorbed into the skin of the victim at an alarming rate. they become so bloated that death from water poisoning is guaranteed.
Bloodeyes causes the victim's eyes veins to swell, evening bursting and causing blindess.
Crypt Flu is caused by an infection of a pink tree-dwelling fungus inhaled as airborne spores. Onset of infection causes flulike symptoms, followed by a high, delusion inducing fever coupled with severe back pain eventually leading to death.
Dabagonjo is primarily a foot infection and causes the foot skin to dry up and become brittle. After several days it is too painful to walk.
Fog Fever is a disease contracted from passing through Dread Fog or by the bite of a creature already infected. Onset the victim experiences fever, headache, fatigued, body aches and skin rash. It progresses to high fever, disorientation, tremors and convulsions.
Gonjan causes a swollen tongue and nausea.
Livid Sleeps is a diease that causes a coma until the victim recovers. During this time the victim is heaving severe nightmares and engages in sleepwalks in an attempt to act out these bad dreams. It is not fatal, but the random sleepwalks might be.
Marsh Madness travels to the brain, inflaming it. The victim is insane for the duration, having hallucinations, talking to nonexistent friends, and babbling incoherently.
Phobia Virus enhances fear to the point of being panicked, to just about everything that could remotely be dangerous.
Vanishing is a bizarre disease that begins with invisibility and ends with the affected creature disappearing into nothingness.
Weedowns causes narcolepsy. After onset, the victim instantly falls asleep once every 1d4 hours (or when laughing hard) for 5 minutes to a few hours.
Animal Hail
A local oddity where small animals, usually amphibians and fish, rain from the sky for 1d4 rounds. Usually they are dead, having been picked up by a waterspout and catapulted into the atmosphere for hours, then dropped at a random location. Such hails have been reported up to 100 miles from the swamp. No damage is caused unless the animals are alive (i.e. poisonous snake hail).
Blackwater
Water in any swamp or bayou can appear dark and oily. It's not normally dangerous and can be consumed without harm. The black color is due to the saturation of cypress tree sap into the water. Though in some of the more sinister areas of the swamp, blackwater becomes corrupted and toxic, causing all sorts of curses and potionlike effects.
Black Rainbow
During the winter months, after intense storms, there sometimes appears a black rainbow that offers various shades of gray to black. Weather prediction is impossible for 72 hours after a black rainbow is spotted, and some see it as a portent of evil.
Blood Rain
In the spring months, approximately 5% of the rain storms are infused with red water droplets that cause panic or fear. A drop of blood rain that touches the skin of a creature causes an affect similar to a fear spell. A (willpower) save of DC17 avoids this affect for 24 hours. Sometimes blood rain is referred to as "Rain of Terror".
Dark Grass
Black grass, also called needlerush, is all over the marsh regions. It's dark tips are sharp as needles, causing a painful prick or cut to any creature that bumps it. Falling into a patch of these rushes causes 1point of damage, if a (acrobatics) save of DC12 fails.
Dread Fog
A mysterious, thick fog frequently rolls in above the waters and lands of the Dread Mire. This fog temporarily suppresses the memories of sentient creatures caught within it, starting at the moment they enter the fog. The amnesia affects all creatures that fail a (willpower) save of DC15 and lasts until the fog is gone, or they leave the foggy area. Once a creature leaves the foggy area, all experiences in the fog are irrevocably forgotten, not even a wish or miracle will reclaim the memories.
On any given day there is a 70% chance of dread fog, during the day it drops to 10%. On moonless nights the fog occurs just about everywhere in the swamp.
Floating Marsh
A floating marsh develops from an anchored marsh that builds up a layer of humus over many years. As the original humus becomes thicker, the buoyancy of the mat increases. During high water periods it breaks free and floats. It is estimated that 70% of marshes are floating. They can support the weight of adventurers and there is only a few feet of water usually beneath them. Some monstrous predators though have learned to go beneath these marshes and listen for prey above.
Gaseous Cloud
Anomalous clouds of toxic vapors can leak from the ground in all parts of this swamp. These are more than just swamp gas. Results from exposure range from death from poison, asphyxiation or weird potionlike effects.
Giant Hailstones
Giant black hailstones sometimes rain down upon Dread Mire especially in the winter. A direct hit does 1d6 damage.
Insect Cloud
Clouds of biting insects such as mosquitos, black flies, horseflies, gnats and even stranger bugs are found throughout the Dread Mire but usually in spring and summer months. Creatures in the midst of such a cloud are utterly miserable, suffering countless non-lethal bites and stings on exposed skin. A flying insect cloud lasts 1d3 hours. A creature damaged in a cloud is covered in itching, painful welts and takes a -1 to attacks and checks for 1 hour. A healing potion removes all welts and irritation.
Mire Fire
Pockets of methane form in the swamp when water cuts off the oxygen supply to soil, encouraging anaerobic fermentation. These pockets of swamp gas are normally harmless. Swamp methane is flammable though, and fire introduced into an area of swamp methane can set off a deadly explosion known as "mire fire" locally. An area of swamp methane is easily identified by smell (DC10). Any amount of fire brought in the area has a chance of igniting it. If a pocket of swamp methane ignites, roll 1d4 to determine it's size: 1=1d3 fire dmg, 5 foot radius; 2=2d3 fire dmg, 10 ft radius; 3=3d3 fire dmg, 15ft radius; 4=4d3 fire dmg, 20 ft radius. Any creature in the radius of the explosion can make a (reflex) save and if they pass (DC15) they take half damage.
Phosphorous
Phosphorous buildup is common in many swamps, and it's bizarre to look upon but generally harmless. Disturbed phosphorous collecting at the bottom of the swamp glows in the nets of shrimpers and fishers, causing a brief luminescence as the water drips from the threads.
Quaking Bog
These are mats of floating peat and vegetation that even small trees and shrubs grow on, but are thin in some places so that when you are walking you instantly know you are on one as the ground shakes and trees move back and forth as the mat bobs on the water. Stepping onto a weak area breaks the mat and requires a (acrobatics) save of DC15 to avoid falling through. The hole in the mat remains open, but until the creature escapes they are prone to drowning in water, or quickmud. It takes a Climb DC12 to climb out of a water hole.
Quickmud
Quickmud is simply an 8 to 20 foot deep pool of mud and water, which on casual glance appears as solid ground. Like quicksand, quickmud allows a creature a spot check (DC8) to see it. Treading water is not possible in quickmud though. Freeing oneself from quickmud requires a Strength check (DC10 +2 per foot creature is stuck in mud). A stuck creature that can grasp nearby roots, branches or rocks receives a one time +4 to check. A creature that unsuccessfully attempts to free themselves sinks one foot deeper. A creature whose head sinks below the surface is subject to drowning.
Red Tide
During spring and summer months, microscopic dinoflagellates can suddenly bloom wildly causing a 'red tide'. The water appears blood red and filled with toxins. Such toxins affect the nervous system if absorbed through the skin (paralyzation). Some red tides are from corrupted phytoplankton producing bizarre effects and non-red colors (blue tide for example).
Sluagh
A sluagh occurs when hosts of unseelie fairies and non-corrupted fairies engaged in mid-air battle. The sounds of their fighting, including spells shouts and clanging weapons can be heard by witnesses on the ground and after one of these conflicts, the mud, reeds, trees, water and rocks are stained with their blood and gore. Damage to bystanders is common from stray spells, wayward missiles, etc).
Swarms
Swarms occasionally occur in the Backswamp, especially near the Deadmire.
Water Weather
The Drak'an Myr has a monsoon season, from Midsummer to the start of Autumn, in which sudden thunderstorms are common. Sometimes destructive hurricanes come from the sea in the fall, one mild hurricane hitting the coast every 2 years.
DISEASES of the SWAMPS
Arboreal Tickbumps causes joints to become stiff, fever, swollen eyelids and tiny blue bumps on the skin.
Badmouth causes swelling inside the mouth and causes the inability to swallow after three days.
Bloated Death causes moisture in the air to be absorbed into the skin of the victim at an alarming rate. they become so bloated that death from water poisoning is guaranteed.
Bloodeyes causes the victim's eyes veins to swell, evening bursting and causing blindess.
Crypt Flu is caused by an infection of a pink tree-dwelling fungus inhaled as airborne spores. Onset of infection causes flulike symptoms, followed by a high, delusion inducing fever coupled with severe back pain eventually leading to death.
Dabagonjo is primarily a foot infection and causes the foot skin to dry up and become brittle. After several days it is too painful to walk.
Fog Fever is a disease contracted from passing through Dread Fog or by the bite of a creature already infected. Onset the victim experiences fever, headache, fatigued, body aches and skin rash. It progresses to high fever, disorientation, tremors and convulsions.
Gonjan causes a swollen tongue and nausea.
Livid Sleeps is a diease that causes a coma until the victim recovers. During this time the victim is heaving severe nightmares and engages in sleepwalks in an attempt to act out these bad dreams. It is not fatal, but the random sleepwalks might be.
Marsh Madness travels to the brain, inflaming it. The victim is insane for the duration, having hallucinations, talking to nonexistent friends, and babbling incoherently.
Phobia Virus enhances fear to the point of being panicked, to just about everything that could remotely be dangerous.
Vanishing is a bizarre disease that begins with invisibility and ends with the affected creature disappearing into nothingness.
Weedowns causes narcolepsy. After onset, the victim instantly falls asleep once every 1d4 hours (or when laughing hard) for 5 minutes to a few hours.