NATURAL HAZARDS
Faerie is home to a wide variety of naturally-occurring hazards. Some of the most famous are described below; their effects are supernatural unless noted otherwise.
Songs of the Sidhe by David Ross
The Glimmer: Patches of dense and colorful foliage, rivers filled with multitudinous life, and countless varieties of insects and larger animals can fill a region with so much life that it gains the positive dominant trait. In these areas, all creatures gain fast healing 2 and experience the world more keenly and brightly. Indeed, the glimmer enhances positive emotions even more than positive energy usually does, bestowing the benefits of good hope (CL 12th, DC 15) on all who pass through. The glimmer can be as small as a few dozen feet across, often centered on a life-giving natural spring, or cover many miles of vibrant forests or teeming rivers or colorful reefs.
The Gloom (CR 8): Patches of a preternatural darkness can be found in wasted regions of Faerie, brimming with such death and sorrow from war, famine, or plague (often spread by the Unseelie Court) that they manifest the minor negative-dominant trait. Few living things can survive in these desolate climes; not even most of the toughened animals and fey have developed resistance to raw negative energy. Every round, each creature in the area suffers 1d6 damage. Additionally, positive emotions are sapped and diminished while negative emotions become more acute. Creatures entering a patch of the gloom for the first time must succeed on a Will save or suffer the effects of crushing despair (CL 12th, DC 15). The gloom can be as small as a few dozen feet across or cover many miles of dusty, corpsestrewn wasteland.
Hungry Grass (CR 7): This very dangerous plant steals the energy from beings who come near, potentially causing starvation in mere moments. The plant looks like an ordinary patch of grass about 5 feet across. It can occur in colonies of up to 13 patches. As soon as a creature steps A subtle but unbreakable link joins Faerie to Terra. Any change in one brings forth an echo in the other, as a rock makes ripples in water.
Hungry grass can be destroyed by striking it with an attack which either deals energy drain (such as enervation) or starvation damage (such as famine’s touch*). A Survival check against DC 20 allows one to notice a patch of hungry grass before stepping on it. upon the grass, the grass starts sapping energy from all creatures within 10 feet. Each living creature in the area must succeed on a Constitution check (DC 15) or suffer 5d6 points of nonlethal damage as if from starvation, and must also succeed on a Fortitude save (DC 15) or be stunned for 1 round. All living creatures within 10 feet are affected again every round until there are no living creatures within 10 feet of the patch. The check and save DCs each increase by +2 for each consecutive round a victim is affected, until the creature spends a round outside the area or dies.
Note: Damage from starvation is lethal if the creature is already unconscious. This damage cannot be restored (even by magic) until the creature has been treated with long-term care and has eaten twice as much food as is necessary to sustain it for one day (twice 1 lb. of food for a Medium creature). As long as a creature has damage due to starvation, it is fatigued. Creatures who are naturally exempt from eating are unaffected by hungry grass.