Aberzanzorax
Hero
I'm curious if anyone has ever DMed a Tornado, and any elements of the event.
I've randomly rolled a Tornado that lasts 60 minutes, and will be hitting the structure (a huge mountain with caverns) that the players are in. Though rules systems are not necessarily important for your comments, I"m running this in pathfinder.
There are actually surprisingly few rules regarding running this:
[TABLE="width: 1"][TR][TD="bgcolor: #CFE2F3, align: center"]Wind Force[/TD][TD="bgcolor: #CFE2F3, align: center"]Wind Speed[/TD][TD="bgcolor: #CFE2F3, align: center"]Ranged Attacks Normal/Siege Weapons1[/TD][TD="bgcolor: #CFE2F3, align: center"]Checked Size2[/TD][TD="bgcolor: #CFE2F3, align: center"]Blown Away Size[/TD][TD="bgcolor: #CFE2F3, align: center"]Fly Penalty[/TD][/TR][/TABLE][TABLE="width: 1"][TR][TD="align: center"]Tornado[/TD][TD="align: center"]175–300 mph[/TD][TD="align: center"]Impossible/impossible[/TD][TD="align: center"]Huge[/TD][TD="align: center"]Large[/TD][TD="align: center"]–16[/TD][/TR][/TABLE]
Tornado (CR 10): All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are sound-based Perception checks. Instead of being blown away (see Table: Wind Effects), characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage might apply). While a tornado's rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes similar forms of major destruction.
I'm wondering how to run this in a meaningful fashion that the players will remember/enjoy (rather than you guys bunker down and survive 60 minutes of wailing wind).
All ideas/suggestions welcome!
I've randomly rolled a Tornado that lasts 60 minutes, and will be hitting the structure (a huge mountain with caverns) that the players are in. Though rules systems are not necessarily important for your comments, I"m running this in pathfinder.
There are actually surprisingly few rules regarding running this:
[TABLE="width: 1"][TR][TD="bgcolor: #CFE2F3, align: center"]Wind Force[/TD][TD="bgcolor: #CFE2F3, align: center"]Wind Speed[/TD][TD="bgcolor: #CFE2F3, align: center"]Ranged Attacks Normal/Siege Weapons1[/TD][TD="bgcolor: #CFE2F3, align: center"]Checked Size2[/TD][TD="bgcolor: #CFE2F3, align: center"]Blown Away Size[/TD][TD="bgcolor: #CFE2F3, align: center"]Fly Penalty[/TD][/TR][/TABLE][TABLE="width: 1"][TR][TD="align: center"]Tornado[/TD][TD="align: center"]175–300 mph[/TD][TD="align: center"]Impossible/impossible[/TD][TD="align: center"]Huge[/TD][TD="align: center"]Large[/TD][TD="align: center"]–16[/TD][/TR][/TABLE]
Tornado (CR 10): All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are sound-based Perception checks. Instead of being blown away (see Table: Wind Effects), characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage might apply). While a tornado's rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes similar forms of major destruction.
I'm wondering how to run this in a meaningful fashion that the players will remember/enjoy (rather than you guys bunker down and survive 60 minutes of wailing wind).
All ideas/suggestions welcome!