Sarvanāśa

A colossal, near-sentient, multidimensional storm. The storm itself appears to be a mass of strange reflects and bending light due to the light-bending and mirroring effects of the rifts. In the dark, it is completely invisible.   Anything caught within the storm is subject to multidimension twisting, any who survive often find themselves in completely different planes.   The aftermath of Sarvanāśa is a trail of hyper-compressed earth and stone, and is frequently mined for building materials. The Storm Chasers are a ragtag group of miners willing to risk prolonged exposure with Sarvanāśa, and in return make a lot of money selling the material to nearby towns and outposts.
Children
Being inside the storm deals 4d6 force, 2d6 radiant, and 2d10 psychic damage per turn.   For each turn ended inside Sarvanāśa, the player must roll a DC18 perception check, a failed save results in the player being sent to a random plane.

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