Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Talking the Talk
[5e] Witcher: Mother of Monsters
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Quickleaf" data-source="post: 6645420" data-attributes="member: 20323"><p>[MENTION=4936]Shayuri[/MENTION]</p><p></p><p>Absolutely, role-playing is all about collaboration IMHO. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Nice, that gives me a good feel of what you're going for with Talashia's wild surges. Let me add some more to bring us up to 10 options...</p><p></p><p>How's this look? The only things absent are winter storms, though I got the feeling that wasn't the vibe you were going for. Oh, and we'll have to adjudicate things creatively if a wild surge is ever triggered for her underground!</p><p></p><p><span style="font-size: 15px">Talashia's Wild Surges (1d10)</span></p><p></p><p><strong>1. Chaos Storm</strong></p><p><strong>2. Detonation</strong></p><p><strong>3. Static Charge</strong></p><p><strong>4. Auntie Em's Lament</strong></p><p><strong>5. Because of THIS, Ben Franklin!</strong></p><p><strong></strong></p><p><strong>6. Storm That Never Breaks</strong> - Heavy clouds block the sky, thunder booms in the distance, and the static charge before a storm raises hairs on the back of the neck. If it is daylight the ambient light grows dim. Intermittent gusts of wind or rain seem to presage a storm. Animals (even trained or companion animals) and many NPCs respond as if a terrible storm was imminent. This lasts for 2d6 hours. The Source is filled with foreboding and if he expends any sorcery points while the weather is thus changed, the Source is stunned until the start of his next turn as he revels in the chaos.</p><p></p><p><strong>7. Into the Heavens </strong>- Fierce erratic winds whip across the landscape within 50 feet per level of the Source, some with an almost white ethereal shape provoking religious superstitions and risking capsize of boats. Each round for 1 minute per level, a vortex funnel of wind descends from the heavens and affects a random target, whether a creature, object or structure. The target must make a Reflex saving throw against the Source’s spellcasting DC. If the target succeeds, they are merely knocked prone. If the target fails, they are sucked up into the sky and randomly deposited somewhere within the area of effect, suffering falling damage of a number of d6’s equal to the Source’s level.</p><p></p><p><strong>8. Maddening Winds </strong>- Howling winds affect an area within 50 feet per level of the Source. They impose disadvantage on ranged weapon attacks and Perception checks relying on hearing, extinguish open flames, and make flying nearly impossible. Strangely these winds do not disperse fog, and hissing voices can vaguely be heard carried by the wind. The winds last for 1 minute per level of the Source. Each minute a creature is a exposed to the winds they must make a Wisdom or Charisma saving throw (their choice) against the Source’s spellcasting DC or suffer long-term madness according to the DMG.</p><p></p><p><strong>9. Biblical Deluge </strong>- Heavy precipitation pounds an area within 100 feet per level of the Source. Everything is lightly obscured, open flames are extinguished, and creatures have disadvantage on Perception checks that rely on sight or hearing. While a region plagued by drought may bless the Source as a rain-maker, eventually folks realize the rain doesn’t stop. There may be several hours of clear skies intermittently, but eventually the downpour begins again, flooding fields, rotting crops, attracting drowners and water monsters, and giving birth to diseases. The rain just won’t stop until the Source dies or a quest is undertaken.</p><p></p><p><strong>10. Double Trouble</strong></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6645420, member: 20323"] [MENTION=4936]Shayuri[/MENTION] Absolutely, role-playing is all about collaboration IMHO. :) Nice, that gives me a good feel of what you're going for with Talashia's wild surges. Let me add some more to bring us up to 10 options... How's this look? The only things absent are winter storms, though I got the feeling that wasn't the vibe you were going for. Oh, and we'll have to adjudicate things creatively if a wild surge is ever triggered for her underground! [size=4]Talashia's Wild Surges (1d10)[/size] [b]1. Chaos Storm 2. Detonation 3. Static Charge 4. Auntie Em's Lament 5. Because of THIS, Ben Franklin! 6. Storm That Never Breaks[/b] - Heavy clouds block the sky, thunder booms in the distance, and the static charge before a storm raises hairs on the back of the neck. If it is daylight the ambient light grows dim. Intermittent gusts of wind or rain seem to presage a storm. Animals (even trained or companion animals) and many NPCs respond as if a terrible storm was imminent. This lasts for 2d6 hours. The Source is filled with foreboding and if he expends any sorcery points while the weather is thus changed, the Source is stunned until the start of his next turn as he revels in the chaos. [B]7. Into the Heavens [/B]- Fierce erratic winds whip across the landscape within 50 feet per level of the Source, some with an almost white ethereal shape provoking religious superstitions and risking capsize of boats. Each round for 1 minute per level, a vortex funnel of wind descends from the heavens and affects a random target, whether a creature, object or structure. The target must make a Reflex saving throw against the Source’s spellcasting DC. If the target succeeds, they are merely knocked prone. If the target fails, they are sucked up into the sky and randomly deposited somewhere within the area of effect, suffering falling damage of a number of d6’s equal to the Source’s level. [B]8. Maddening Winds [/B]- Howling winds affect an area within 50 feet per level of the Source. They impose disadvantage on ranged weapon attacks and Perception checks relying on hearing, extinguish open flames, and make flying nearly impossible. Strangely these winds do not disperse fog, and hissing voices can vaguely be heard carried by the wind. The winds last for 1 minute per level of the Source. Each minute a creature is a exposed to the winds they must make a Wisdom or Charisma saving throw (their choice) against the Source’s spellcasting DC or suffer long-term madness according to the DMG. [B]9. Biblical Deluge [/B]- Heavy precipitation pounds an area within 100 feet per level of the Source. Everything is lightly obscured, open flames are extinguished, and creatures have disadvantage on Perception checks that rely on sight or hearing. While a region plagued by drought may bless the Source as a rain-maker, eventually folks realize the rain doesn’t stop. There may be several hours of clear skies intermittently, but eventually the downpour begins again, flooding fields, rotting crops, attracting drowners and water monsters, and giving birth to diseases. The rain just won’t stop until the Source dies or a quest is undertaken. [b]10. Double Trouble[/b] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
[5e] Witcher: Mother of Monsters
Top