Dire Weather

The section on weather provides information on storms of natural sleet, hail, snow, and ice (including blizzards). Given the magical and supernatural elements of frostfell regions, you may wish to substitute other forms of precipitation. These alternate forms of sleet, hail, snow, and ice have the same effects as their natural counterparts, along with the additional effects listed in the entry below.

Avoiding Dire Weather: In general, characters in an area about to be struck by dire weather are entitled to a DC 20 Survival check to detect the approaching danger 1 minute before it strikes. This may not be enough time to get out of the storm’s path, but may provide an opportunity to seek shelter or make other preparations.

TYPES OF DIRE WEATHER

Acid Sleet: A squall of this corrosive sleet lasts for 1d6 rounds, and deals 1d6 points of acid damage per round of exposure. Acid sleetfalls usually leave patches of acid slush.

Blood Snow Blizzard: Fortunately, a poisonous blood snow blizzard only manifests as a brief flurry during the course of otherwise normal snowfalls, lasting for 2d8 rounds before ending. A blood snow blizzard normally leaves a dusting of blood snow behind. Each round a creature is caught in a blood snow blizzard, it takes 1d2 points of Constitution damage if it fails a fortitude save (DC 10 + 1 for each round of continuous exposure). Any creature failing its save is also nauseated for 1 hour.

Death Hail: This black hail is filled with negative energy. In short exposures it is not immediately dangerous, but if a character is exposed for at least 10 minutes, he must succeed on a DC 15 Fortitude save or take 1d2 points of Strength and Constitution damage. For every additional 10 minutes the character is exposed to continuous death hail, he must make an additional save. A typical death hail storm lasts for 1d6×10 minutes.

Howl of the North: At certain times, a moaning wind can be heard sweeping across everfrost, the tundra, glaciers, or polar regions. Some believe this to be a collection of the agonized wails of all those who have died from cold exposure, avalanches, or other hazards of the frostfell. More scientific minds believe it to be the sound of the wind shearing off snow and ice. Whatever the cause, the Howl of the North can prove destructive and even deadly to those who encounter it. 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 4d4 rounds. The penalties on Listen checks supersede those normally imposed by a particular level of wind force.

Negation Flurry: Silvery and beautiful, negation snow is the bane of adventurers in the frostfell. A flurry of negation snow typically occurs in the middle of an otherwise mundane snowfall. There is a 10% chance per minute that a character within a negation flurry will be subject to a targeted dispel magic spell (caster level 10th). A negation flurry normally lasts 1d10 minutes, and may leave behind deposits of negation snow.

Razor Sleet: This storm of supernaturally strong and sharp snowflakes tears the skin of creatures caught in it, dealing 1d4 points of slashing damage and 1d6 points of cold damage per round. 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 1d8 rounds, and often deposits razor ice.

Rust Flurry: Resembling flurries of dirty, gray-black ash, rust flurries are dreaded by travelers. There is a 10% chance per minute of exposure to a rust flurry that all metal items worn or carried in a storm of rustsnow will be subject to its destructive effects. Nonmagical metal items are instantly dissolved, and magical items must succeed on a DC 12 Fortitude save or be instantly destroyed. A rust flurry normally lasts for 1d6 minutes, and leaves behind deposits of rustsnow.

Dire Weather

Far Secrets, Northern Visions Aphaia