Tyr storm (again!)

Post/Author/DateTimePost
#1

zombiegleemax

Oct 18, 2006 8:42:23
Hi. i was just writing up a sequel for a bunch of players I threw into the chaotic mess of Raam when news reached the city of Abalach-Re's death. Continuing with this 'nice' little intro on how things have changed since 2nd Ed, I thought that when the bedeviled PCs manage to escape the city eastwards, a pleasant little encounter with the Cerulean storm would be in order (although the storm is reported never to have hit Raam, nothing says it didn't pass close, eh?)

I know this has been raised before but I couldn't dig the answer up:
Was there any concensus on the damage taken by characters / livestock exposed to the storm? I thought something in the magnitude of 1d2 per round of exposure and 1 temporary point of Constituion per every 5 round seemed reasonable. Duration of 10 rounds til the storm passes over too short?

Also a second question (but don't answer unless you're a bit pedantic like me) how many days elapsed between Abalach-Re's death, news of her death reaching Raam and Boyrs death from the novel Cerulean Storm (and hence the great earthquake or in Raam just the tremor)? I reckon about seven to ten.
#2

redkank_dup

Oct 18, 2006 8:55:45
Well, I am guessing that you are referring to Tyr-storms rather than to the Cerulean Storm itself. As for duration, they last no more than an hour, with most being over in 20 minutes. I'm not sure about damage (the cerulean prestige class deals electricity damage that scales with class level), but I wouldn't say that Con damage is appropriate. Why would a storm deal Con damage? Have you looked at the rules in the DMG for storms and the like? Maybe you could extrapolate something from that?
#3

zombiegleemax

Oct 18, 2006 11:32:47
Okay, I'll take a look in it tonight. There was some debate previously about how much damage a *ahem* Tyr-storm would do, with some advocating a lot and saves vs insanity. But that was a little too much.
Gee, when I think about it I have no good reason for suggesting temporary constitution damage. It must go back to something my mother said about 'catching your death' in between other bouts of nagging.
#4

elonarc

Oct 19, 2006 4:09:17
I did a very detailed explanation of what a Tyr-storm would do to a certain village for Brax. Perhaps this would be of help and he will share it with you.
#5

thebrax

Oct 23, 2006 11:45:02
I asked Elonarc to write a description of a Tyr Storm striking an area known as the Storm Coast, right in the South Guard area. South Guard grows tubers, and there's also considerable lightning glass in the ground that the Tyr Storm could pick up.


Only one Tyr-Storm has struck the Trembling Plains so far, but nothing prevents others from striking. The effects of a Tyr-Storm would vary depending on the terrain where it struck:
A Tyr Storm strikes the Storm Coast
This is a peculiar situation because of the abundance of lightning-formed glass in the sand along the coast of the sea of silt between Silt Side and South Guard, and farther southwards.
i. Physical Force (wind):
Heavy stone structures will usually survive intact. Brick structures will be damaged (___), and less sturdy buildings such as large adobe structures will suffer considerable damage, mostly blown away rooftops. Simple huts will totally be annihilated. A lot of ground will be blown away because of the lack of roots in (very few plants), especially at the coast. Crops will suffer major damage, being the most devastating thing about this storm. Grass will prove to be surprisingly resistant to the force of the storm because of the large patches of roots it provides. Shrubs on the other hand will be torn up. The planted tubers will be uprooted from the soil.
Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet every round. Medium creatures are unable to move forward against the force of the wind except by crawling at ¼ speed, or if flying are blown back 1d6x5 feet every round. Large or larger creatures may move normally within the wind, but may only use half their movement rate to move forward against the force of the wind. Any creature, regardless of size, takes a -8 penalty on ranged attacks, Listen and Spot checks in the area of the Tyr Storm.
ii. Lightning:
Everything that stands out because of its height is in danger of being hit by lightning. Large creatures such as half-giants, if standing, are at risk to be struck by lightning, as is anyone foolish enough to be carrying a spear or a pole arm upright. Any person hit by lightning (a nice dramatic effect) suffers 4d6 points of electricity damage. Some of South Guard’s gate towers will be struck by lightning, and a portion of the walls will burn down because the wind will increase the spread of the fire and enkindle it further. (See graphic.) The lightning damage will not be as severe as it might have been, since South Guard was built low to avoid the lightning of the Storm Coast.
iii. Flying Debris
The silt brought with the storm is less than expected because of the two islands lying in its way. Also, because of the rain a Tyr Storm brings, the silt will not be a major effect during this storm. Afterwards it will leave behind a muddy mess. The air will be filled with debris, uprooted scrub bushes, potato-like tubers, rooftops, tiny shards of broken glass, and an occasional glass missile.
#6

zombiegleemax

Oct 26, 2006 11:40:07
Thanks loads! That's very helpful. Sorry I've been away.
Now, taking what you're saying from that, a caravan that would encounter a Tyr storm is likely to be left in bits, no? Roof might be ripped off, exterior badly damaged, steeds (inix in this case) are likely to go berserk and attempt to rip themselves out of their harnesses, injuring themselves in the process.
At least that's what I imagine, but it wouldn't completely destroy a large trade caravan now, or should it?