Environmental Effects: Difference between revisions

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==Winds==
==Winds==
Wind is probably the most common sort of environmental effect, at least in most environments where your players are likely to find themselves.  Wind in air can happen almost literally anywhere, be it the trade winds, a brisk day, a sudden thunderstorm gusting away, a hurricane scrubbing the world flat, an opened door letting the air out of a dungeon into the Deep Dark, etc, winds in air are super common.  Wind effects can also represent any large flow of substance the players are embedded within. Winds of Ether, or flows of the Silver Sea, can be modeled as Wind. Flows of Darkness or Shadow, the blazing gush of Fire in the Plane of Fire, stupendous masses of migrating insects, the tide of Souls in the Celestial Cascade, all these things and many more can be modelled as Wind effects.  
Wind is probably the most common sort of environmental effect, at least in most environments where your players are likely to find themselves.  Wind in air can happen almost literally anywhere, be it the trade winds, a brisk day, a sudden thunderstorm gusting away, a hurricane scrubbing the world flat, an opened door letting the air out of a dungeon into the Deep Dark, etc, winds in air are super common.  Wind effects can also represent any large flow of substance the players are embedded within. Winds of Ether, or flows of the Silver Sea, can be modeled as Wind. Flows of Darkness or Shadow, the blazing gush of Fire in the Plane of Fire, stupendous masses of migrating insects, the Tide Of Souls in the Celestial Cascade, all these things and many more can be modelled as Wind effects.  


Even plain-old wind made of air might also be carrying smoke, allergenic pollen, or poisons, along with scents that may give warning or give the players away. The wind can create a stinging spray of sand or dust, fan a large fire, keel over a small boat, and blow gases or vapors away. If powerful enough, it can even knock characters down (see Table: Wind Effects), interfere with ranged attacks, impose penalties on some skill checks, and by far the worst of all, force spell-casters to make rolls to successfully cast their spells, which can be very, very dire indeed.  
Even plain-old wind made of air might also be carrying smoke, allergenic pollen, or poisons, along with scents that may give warning or give the players away. The wind can create a stinging spray of sand or dust, fan a large fire, keel over a small boat, and blow gases or vapors away. If powerful enough, it can even knock characters down (see Table: Wind Effects), interfere with ranged attacks, impose penalties on some skill checks, and by far the worst of all, force spell-casters to make rolls to successfully cast their spells, which can be very, very dire indeed.  

Revision as of 22:25, 14 April 2021