CR 10 Tornado? ::blink::

CombatWombat51

First Post
Two questions:

1. Alrighty, I was looking at the weather info the the DMG (3.5), and I noticed that tornados, and dust storms, and something else IIRC had CRs listed. But in the weather section, I couldn't find anything on what the CR of weather is for... I mean, what do you do, beat up a hurricane and take its loot? Do you get XP for living through it? Are Dorothy and Toto 8th level cuz they encountered one and lived? :eek:

2. It lists damage for tornados knocking people around, and being blown away, but how does that work if the wind just keeps going? How often is damage taken? Every round, I'd think, but I'd like to be sure.
 

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I don't know personally but I think it's labeled that way so tornados don't kill off 1st level characters, also I would do it every round until shelter or escape is found.
 
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IMC I make my players make reflex saves. If they get picked up by any strong wind and succeed with their save, they only take half damage from landing or smacking into a solid surface. If they fail their save they take full damage. If they live through any force of nature that deals massive damage, they earn 500 xp.
 
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Huh. I thought you got 10th level commoners by waiting for the adventurers to challange the local dragon, then running in and throwing a rock at the beastie in the middle of the battle and running away. Since you participated in the combat (whether or no you hit it) you're entitled to an equal share of xp.
 

Tornados and windstorms can be pretty nasty. The other night a Lamia threw a bottled Whirlwind at our party. Three level 6 characters just about bit the dust because they couldn't get out and kept taking that dang 1d8 damage per round. At 15 rounds that adds up...
 

MerakSpielman said:
Woohoo! Go outside in tornado season and get better at being an adventurer!

Of course, I never claimed D&D made sense....

You mean as opposed to "fight trolls for three days and come back with improved knowlege religion, gather information and a feat for crafting magical items"? :confused: Of all the places to worry about the irregularity of threats and what you gain from them, is this the worst one you could think of? At the very least its giving you a jump on the non-damage-capacity interpretations of hit points, and your reflex saves...

Kahuna Burger
 

As has been stated, I would treat such phenomena like weather as "traps" of sorts. Of course, having been through a tornado-experience several months back, the tornado listed in the corebooks is obviously a tiny one spawned by a spell or creature or something. The big nasties (an F-4 and an F-5 like the two that hit my town) are obviously something epic in scale. They would become story arcs and events, rather than encounters or something to make saving throws against.

Dungeon Master: So, you are in the small tavern without a cellar. A massive wall of dirt and wind is moving towards you through the storm. Noticing the stables that used to be a couple hundred feet away are now sailing upwards into the air at about a 45 degree angle, you also see the farmer's 3 cattle floating about in a gentle ballet in the air.

Pegasus-riding player: Well, I better hop on and fly outta here!

DM: You must be joking. The winds are already sustained at over a hundred miles per hour.

Poor little player: Well, since it is coming right at me, I'm going to run to the side of its path instead of away from it.

Sadistic DM: That would have been a good idea. However, considering that it is over a half-mile wide and is moving at a D&D speed of 350 ft. or so, you will have to be able to move at a speed of 2500 ft. to get out of the way in time. Don't even think about trying to save against being pulled up in it. These tornadoes routinely throw houses, ancient trees, and multi-ton vehicles like they are toys in a sandbox.
 

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