Van Richten's Journals
There are four journals in the chest. The first is from ten years ago. The next then leaps forward in time to about five years ago. The third journal is a dream log. The final journal is the most recent which describes the incidents that led up to his death.
Rudolph's earliest journals are not present, perhaps they were lost or perhaps they are back in Lepidstadt University.
The first journal goes back about ten years ago wherein the Professor discusses his first encounter with agents of the Whispering Way, but he does not discuss exactly what the Whispering Way is except to say:
The Whispering Way is more than just a cabal of necromancers. I see that now. Undeath is their fountain of youth. Uncovering their motivation does not place me at ease as I thought it might. Their desire to be eternal simply makes them more dangerous.
The rest is quite interesting but the Professor himself circled the above entry.
The second journal covers his time mainly at the University and traveling about Ustalav as a "consultant" no longer actively hunting the denizens of the night that roam the land. The circled entries in this journal consist of the Doctor meeting all of you! He cross references meeting those of you individually with page in his dream journal wherein he met people he named as similar to you all but different. Darker in demeanor and purpose. His most extensive writing is on Sergei, he appears to believe that Sergei may be an individual pulled out of what he calls his dreamworld. The stuff of dreams come to life.
The group continues to read through the second journal, finding more references to yourselves as characters that inhabit his "dreamworld". However, he does not state your alter-ego names from this dreamworld. The journal discusses how he goes out of his way to track each of you and your careers creating "chance" encounters with each of you. Whether to provide guidance or assist with your work, or to simply ensure that you have the proper mentors.
The dreamlog focuses on his life as hunter of the dead within this land named Barovia. There are also neighboring lands, though he does not mention them by name, wherein he encounters foes many of which are described in his "Van Richten's Guides".
In addition to his dreamlog, the third journal discusses the Doctors travels to a place called Brandescar Prison. It was in this place that he met with Sergei directly. Based upon his writings, Sergei did not belong in the prison and it was never clear why Sergei was even placed within the prison other than his mysterious appearance on the island of Talingarde. However, the warden refused to allow Sergei to leave and be given to the Doctor's care. The Doctor believes, but never shared with his colleague at Brandescar Prison, that Sergei may well be an "escapee" from his dreamworld! From a place he names Barovia.
By the end of the third journal, the Doctor has decided to retire. The decision is to ensure that he can independently print the treatises that he wishes to print and to continue to pursue his dreamworld analysis without any teaching work interference as his days are simply too busy at the college to do so properly.
The fourth journal is the most recent and the most troubling. The Doctor's notes seem to indicate that his interest in printing his "Guides" are being blocked from widespread print.
Within the last two months though his attention is taken up by something far more sinister.
Two Months Ago:
It is as I had feared. The Way is interested in something here in Ravengro. But what could it be?
One Month Ago:
Whatever the Way seeks, I am now convinced their goal is connected to Harrowstone. In retrospect, I suppose it all makes sense—the stories they tell about the ruins in town are certainly chilling enough. It may be time to investigate the ruins, but with everyone in town already being so worked up about them, I’d rather not let the others know about my curiosity—there’s plenty of folks hereabouts who already think I’m a demonologist as is.
Twenty Days Ago:
It is confirmed. The Way seems quite interested in something—no, strike that—someone who was held in Harrowstone. But who, specifically, is the Way after? I need a list of everyone who died the night of the fire. Everyone. The Temple of Pharasma must have such a list.
Eighteen Days Ago:
I see now just how ill prepared I was when I last set out for the Harrowstone. I am lucky to have returned at all. The ghosts, if indeed they were ghosts (for I did not find it prudent to investigate further) prevented me from transcribing the strange symbols I found etched along the foundation—hopefully on my next visit I will be more prepared. Thankfully, the necessary tools to defend against spirits are already here in Ravengro within my own lab.
Still, it is time to send missives out! I will need assistance from my closest allies. My dreams indicate that they are all somehow linked to... it all.
Two Days Ago:
This evening I return to the prison, risky as this venture may be. It is imperative the Way does not finish. My caution has already cost me too much time. I am not sure what will happen if I am too late, but if my theory is right, the entire town could be at risk. I don’t have time to update my will, so I’ll leave this in the chest where it’ll be sure to be found by Kendra, should the worst come to pass. Hopefully my work will delay the Way's efforts and by then my friends shall arrive and with their help I can set this right. Then I trust some secrets, long dormant, can be revealed...
On Verified Madness
None of the aberrations are familiar to her. In the margins, the Doctor writes notes on the creatures. His notes in every case, show that he seems familiar with each creature based on his dreams. He makes a distinction between "dreams" and what he describes as his "dreamworld" claiming that none of the creatures had ever been encountered in his dream world. He conjectures that perhaps some of these creatures may dwell in a place he calls the "Nightmare Lands".
The Order of the Palantine Eye
The Order appears to be a semisecret society of scholars and philosophers who explore and study dusty secrets hidden in the past. This particular book contains ancient ceremonies both magical and mundane mathematical theorems. In the back of the book are some notes scribbled by Rudolph. It appears that he was hoping some members of this society could substantiate findings from his dream journal but he appears to have had no luck.
The Yellow Book
As it turns out, Ogre is indeed merely looking at pictures as the language is one that he cannot read. It appears to be made up of the odd phraseology that the group found in the main house. However, instead of a few jotted notes, it is the entire text.
The pictures that the book depicts are... odd. Creatures that appear unnatural and unsettling. There is a feeling in the pit of your stomach as you stare at them overlong, as if you cannot pull your eyes away.
A: Town Square. Simple wooden gazebo serves as the hub for Ravengro's gatherings. The town's favorite stray dog, Old River, is known to hang around here during the day.
B: Posting Poles: poles where townspeople can post all sorts of messages for the town, ranging from news to sales to advertisements.
C: The Laughing Demon: Zokar Elkarid runs this warm and friendly tavern.
D: Ravengro Town Hall: in classic small-town style, Ravengro citizens use this for virtually everything, from weddings to council meetings.
E: Temple of Pharasma: Vauran Grimburrow, the Father from the funeral, is officialy in charge of the temple, but any number of a dozen or so acolytes actually handle the day to day going-ons. The temple sells various healing and holy related items.
F: Ravengro General Store: Luthko and Marta Avanaki run the general store with their five daughters. While the store usually caters to local needs, the town is big enough and on a populated enough route to stock most simple adventuring items.
G: Ravengro Forge: Jorfa is the dwarven master of the forge. One of Ravengro's most valuable resources, she is as standoffish and quiet on her past as one would expect.
H: Jominda's Apothecary: Jominda Fallenbridge keeps a well-stocked supply of pharmacological provisions, both herbal and alchemical.
I: Ravengro Jail: a relatively small jail serves as Ravengro's home for the occasional drunk citizen. Sherriff Benjan Caller runs the jail with his four part-time deputies.
J: The Silk Purse: two moneylenders work out of this building, Luramin Taigh and Quess Yearburn. They have loans available for collateral to farmers or other potential clients. They also sell some of the items that have failed to me reclaimed.
K: The Outward Inn: board and breakfast run by Sarlanna Val. Highly reccomended, if you don't have a free place to stay that is. Local musicians and storytellers often visit for evenings of entertainment.
L: The Unfurling Scroll: Alendru Ghoroven, a retired wizard-turned-teacher teaches reading, math, and history, as well as beginning magical theory. In addition to teaching, Alendru supplements his income by buying and selling minor magic items (primarily scrolls) that he’s purchased or created.
M 1-4: Council Member's Houses.
N: The Van Richten Residence: formerly the professor's house, it is now Kendra's. And your current lodging.
O: Harrowstone Memorial: Other than the looming ruins of Harrowstone on a nearby hill, Ravengro’s most distinctive landmark is a 25-foot-tall, moss-covered stone statue that overlooks the river. The statue depicts a proud, muscular human man dressed in leathers and wielding a truncheon—a depiction of Warden Hawkran. A total of 25 names—the guards who died in the fire of 4661, as well as the warden’s wife, are chiseled into the statue’s stone base.
P: to The Restlands: a large stretch of moorland reserved for interring Ravengro's dead. Thanks to the Pharasmin church's influence in town, Ravengro's graveyard is large and well tended.
Q: Gibs Hephenus, the man who started the fight at the professor's funeral lives here.
R To Harrowstone: this reminder of Ravengro's original purpose looms over the town from atop its bleak hilltop, a constant inspiration for tall tales and bad dreams.
Sanity Rules:
Sanity Score: This is sort of like mental hit points. It’s the sum of all your mental stats (Wisdom, Intelligence, Charisma) less any damage to those scores.
Sanity Damage: this is like hit point damage done in physical combat (like a sword blow, etc), only, it affects your sanity score, not your hit points. So, if you encounter an attack on your sanity and suffer damage, you deduct that damage from your sanity score.
Losing Sanity and Gaining Madness:
When you’re faced with a monster that can do sanity damage, you have to make an immediate will save. If you save, most of the time, you will be able to ignore all Sanity damage (i.e. your mental faculties hold up) though some creatures may do damage regardless of your save (like Great Old Ones).
If you lose ALL of your Sanity (i.e. Sanity pool moves to zero), you gain a lesser madness (this is generally a temporary condition), I will not have PCs suffer more than 1 lesser madness at a time. This mechanic is for flavor not to annihilate PCs effectiveness.
If you lose ALL of your Sanity facing a Great Old One, that will trigger a greater madness. This is permanent though each PC will only ever gain a single one of these.
Losing Madness and Gaining Sanity:
Madness can be lost (and sanity restored in several ways).
1. Rest: Every 7 full days of uninterrupted rest heals sanity damage equal to your Charisma modifier (minimum 1). You’re letting your own sense of self and force of personality reassert itself and mend together the tattered fragments of your tortured psyche.
2. Therapy: Tell someone else your problems (mentor, counselor, confidante, friend, family, priest, advisor, etc). At the end,, the ally attempts a Wisdom or Intelligence check (whichever is higher) DC equal to the amount of Sanity you have lost. Success means you add their ability modifier (wis or int, whichever is higher) to the amount of sanity damage you heal.
3. Magic:
a. lesser restoration: 1d2 points once per day
b. Restoration: 2d4 points per day
c. Heal: 3d4 points/day
d. Greater restoration, psychic surgery, limited wish: all of it, if your sanity was below your edge (in other words, you still had more than half your sanity points left). Or, to 1 point below your sanity edge if you had more than half of your sanity lost.
e. Miracle and wish fix everything
Effects of Restoring Sanity:
Lesser Madness - If all of your sanity damage is healed, your lesser madness is removed entirely.
Greater Madness - If all of your sanity damage is healed, your greater madness is dormant. It will become reactivated if you again suffer a full loss to your Sanity score. A greater madness can only be fully healed with a long term psychiatric stay (1 month, which could well be played out over a downtime depending on how the chronicle proceeds) r the use of a Wish or Miracle spell (hard to come by in Ravenloft!).
Fear, Horror, and Madness:
I will NOT be using Madness rules as the Sanity rules already cover that.
Fear, Horror, and Madness saves represent the power of terror — a roleplaying tool to help players visualize the hysteria that often clouds the minds of characters in classic tales of horror.
Making the Saving Throw
Fear and Horror saves are considered Will saves in all respects. Anything that modifies a Will save likewise modifies Fear and Horror saves; anything that modifies saves vs. fear effects modifies Fear saves.
Fear and Horror saves all use the same basic mechanic: a Will save against a specified DC. Specific DCs depend on the situation and type of check being made and will be provided by me. Luck effects and resistance effects (such as those generated by a luckstone or a cloak of resistance) do not affect Fear and Horror saves; they are outside the purview of luck and are not "active" effects that would be resisted. Divine effects do aid Fear and Horror saves, however.
If a character succeeds at the Will save, then there is no effect, and she is immune to that specific source of fear or horror for 24 hours. If a character fails the Will save, then the margin of failure determines the result. Subtract the final check result from the DC; this result determines whether the character suffers a minor, moderate, or major effect.
Failure Margin Effect
1-5 points Minor
6-10 points Moderate
11-15 points Major
16+ points Major, plus additional effect.
When determining the results of failed Horror save, the player should also concurrently roll 1d4 for the DM to select a specific effect.
FEAR SAVES
A character should make a Fear save when facing overwhelming odds and/or immediate, dire physical danger.
Failure Results
Minor Effect: Shaken. The character suffers a -2 morale penalty to attack rolls, checks, and saves.
Moderate Effect: Frightened. The character is shaken and flees as well as she can. She can fight to defend herself if unable to flee. A frightened character can use special abilities, including spells, to flee; indeed, she must use such means if they are the only way to escape.
Major Effect: Panicked. The character suffers a -2 morale penalty on saving throws and must flee. She has a 50% chance to drop what she's holding, chooses her path randomly (as long as she escapes from immediate danger), and flees any other dangers that confront her. If cornered, she cowers. A panicked character may use a special ability or spell to escape.
Additional Failures: Fear effects stack. A shaken character who fails another Fear save becomes frightened. A frightened character who fails another Fear save becomes panicked.
Recovering from Fear
Fear effects last 5d6 rounds. Certain spell effects (such as modify memory or remove fear) can remove all Fear effects.
Note that as the characters level, the amount of fear checks will diminish as you confidence and power/abilities increase.
HORROR SAVES
The heroes witness scenes of terrible cruelty or behold events that simply should not be. Horror is a broader emotion than fear, and more intimate. Horror often permanently colors a character's view of the world, be it through the shock of realizing that such merciless events are possible or the paralyzing dismay of discovering some monstrous trait within oneself. Horror is the murderer of innocence. Possible examples of scenes that might require a Horror save include seeing someone torn limb from limb, watching a friend transform into a hideous monster, or learning that you slew an innocent bystander while possessed by an evil spirit.
Horror saves are typically prompted by unusual, unique situations rather than by creatures, so unlike Fear saves there's no quick formula to determine the DC. Instead, I will use my best judgment to apply a DC to the scene. As a rule, the more gruesome, abnormal and/or insane the scene, the higher the DC should be.
Failure Results
If a character fails a Horror save, the player should roll 1d4 and compare it to the effect category to select a specific symptom of Horror. If a character fails a Horror save by 16+ points, he suffers Sanity Damage on a one for one basis for each point over 16 (i.e. failing a roll by 20 would result in 4 points of Sanity Damage).
Failure Results
Minor Effect: (1) Aversion, (2) Fearstruck, (3) Frozen, or (4) Nausea.
Major Effect: (1) Fascination, (2) Haunted, (3) Mental Shock, or (4) System Shock
Additional Failures: Some Horror effects have outburst durations that are measured in rounds. A character can carry only a single Horror effect at a time. If a subsequent failed Horror save indicates a result of equal or lesser severity, I will use another outburst of the existing effect. If a failed Horror save indicates a result of greater severity, the existing effect is removed and there is default to the greater one instead. Horror effects do not stack.
Recovering from Horror
Minor Horror effects last one week.
Moderate effects last two weeks.
Major effects last thirty days.
At the end of this duration, the character rolls a recovery check (a Horror save). Use the DC of the original Horror save with a -2 morale bonus, since time and distance heal all wounds. If the character succeeds at this check, the Horror effect is removed. If she fails, the Horror effect persists for another duration period. A character can retry failed Horror recovery checks each time she reaches the end of a duration period. The -2 DC modifier is cumulative with each attempt.
Numerous spells and magical effects (such as modify memory or remove fear) can also remove all Horror effects.
Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1
GM, this seems like exactly the kind of thing my character concept is built around. There's no mechanics for it, but could the lady be added to Sergei's home for wayward ghosts?
It might be fun to let her drive and take a more direct hand in helping us end the curse that trapped her here.
Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1
I'm on a short vacation to San Francisco. The weather is perfect. Things are great.
Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1
Ragadolf wrote:
'rain event'
"Weather Event" was how the Army referred to Monsoon season.
"We're gearing up for the area's annual weather event. Due to high winds, umbrellas are now prohibited. Make sure your personal rain gear is clean, patched, and ready. Carrying your poncho on your person or vehicle is now mandatory until further notice."
Oh sure Sarge, that poncho will definitely help when the sky is dumping 5 inches of water an hour into 70 mph winds for three weeks straight.
The air is soup. Umbrellas are ammo. Here's a plastic sheet. Good luck.
"Weather Event" was how the Army referred to Monsoon season.
"We're gearing up for the area's annual weather event. Due to high winds, umbrellas are now prohibited. Make sure your personal rain gear is clean, patched, and ready. Carrying your poncho on your person or vehicle is now mandatory until further notice."
Oh sure Sarge, that poncho will definitely help when the sky is dumping 5 inches of water an hour into 70 mph winds for three weeks straight.
The air is soup. Umbrellas are ammo. Here's a plastic sheet. Good luck.
Um,...
BWAHAHAHAHAHAHAHAHAHA!!!!
My dad was in the Navy, my eldest son was in the Marines.
This sounds SO on point! :)
Or, as we call it, "A typical day from July through Early spring in South lousy-anna!" ;P
Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1
Ragadolf wrote:
Or, as we call it, "A typical day from July through Early spring in South lousy-anna!" ;P
I've been to Louisiana during storm season once. I know Louisiana gets tropical storms that are comparable to monsoons. The big difference is duration.
I didn't experience it, but I had a few conversations with friends who live there. Best I can describe the difference is, a monsoon is like a tropical storm that lasts months instead of days. That said, monsoons very rarely reach hurricane strength. So I'd say Louisiana weather is sometimes worse, but it's shorter lived and happens less frequently.
Louisiana was hotter though, which makes it worse to me personally. I'd rather be in a monsoon than a typical Louisiana summer.
Lousy-Anna is almost 100% humidity. On a DRY day. ;P Makes everything feel even hotter than it already is.
When my friends came down to be in the wedding, they stepped out of the car, and as one all started gasping for air. The first comment was, "You didn't tell us we'd need scuba tanks!"
Yeah, monsoons sounds pretty bad. It's bad enough just getting a flood due to a few DAYS of rain and strong winds.
I dont even wanna imagine a few WEEKS of rain. Even if the winds aren't hurricane strength. :(
Either way, once the ground is saturated, the water has nowhere else to go but in your house! Unless the planners actually planned for the rain properly. (They never do here until AFTER it floods. Then they they 'fix' it, and it works for a while, until it floods again.) >_<
People down here are terrified of Tornadoes. I grew up in Tulsa OK (AKA= Tornado Alley) so I just sleep through them. Unless its RIGHT on top of me.
HAving to worry about swimming to safety worries me.
My wife says "We get warnings for a hurricane. You can get out of the way. You can't dodge a tornado!"
I disagree. HAving done it once or twice.
(Scary yes! But doable. Sorta. I recommend only as a last resort.) ;)
But you have to be REALLY lucky, and REAL fast! ;P
Male Human Kineticist 2, AC 13, HP: 26/26, Temp HP 2, Sanity 38, Burn 0/8, Burn Shard 1/1, Fort +8, Ref +6, Will +1 (Second Chance 1/1) Init +3, Per +7, Hero Points 1/1
I've been in exactly one tornado. It wasn't that bad. Passed by within visual distance, blew some fences over. Set off car alarms. We lost power for a bit but I don't think there was any significant damage to the area I was in. Kinda fun, really.
Monsoons are likewise kinda fun. They're less damaging than tornadoes, but more disruptive to life in general. Going outside becomes an adventure for a few month of the year. I miss it sometimes.
Now I live in earthquake country. I don't even get out of bed for anything less than 6.0.
You couldn't pay me to live in hurricane territory. Hell no. Absolutely not. I don't understand why anyone would choose to live where a good weather day is "uncomfortably hot and sticky" and a bad one is "oops, time to evacuate, and also your house is destroyed."
LOL,
Sounds like you got lucky and managed to catch a 'good' tornado,
(One that did not actually touch the ground and turn everything it touched into kindling.) Those are fun to watch.
Monsoons do not sound like fun. Although I THINK I would rather deal with that than a hurricane or tornadoes.
MAybe?
Quote:
Now I live in earthquake country. I don't even get out of bed for anything less than 6.0.
Um,... no thank you?
Quote:
You couldn't pay me to live in hurricane territory. Hell no. Absolutely not. I don't understand why anyone would choose to live where a good weather day is "uncomfortably hot and sticky" and a bad one is "oops, time to evacuate, and also your house is destroyed."
Well. You are not wrong! ;P
My wife was raised in New Orleans. And she hates the heat worse than I do.
But she also can't stand being cold. Does not know how to deal with it. And I mean Mid-west cold. Not way-up-north cold.
(Oklahoma actually has 4 seasons. Unlike Lousy-Anna, which has 2. 'Hotter than #@!!, and not quite so d@rn hot')
So I guess we're staying down here, where it's hot, but at least she knows how to deal with it. ;)
Now I live in earthquake country. I don't even get out of bed for anything less than 6.0.
Um,... no thank you?
Yeah, no! We had 5,4 earthquake some years ago, but the city centre is old europe (like 18th century buildings) - the damage was bad. We don't usually do above 3.
Ragadolf wrote:
My wife was raised in New Orleans. And she hates the heat worse than I do.
But she also can't stand being cold. Does not know how to deal with it. And I mean Mid-west cold. Not way-up-north cold.
(Oklahoma actually has 4 seasons. Unlike Lousy-Anna, which has 2. 'Hotter than #@!!, and not quite so d@rn hot')
So I guess we're staying down here, where it's hot, but at least she knows how to deal with it. ;)
I'm always weirded out by people that choose such weather if they have the ability to move. Chose something warm, but dry.
Me personally, I prefer normal cold. I enjoy warm weather, but I easily get weak from heat, thus warm spells with above 35 C are terrible. And you can always add more layers against cold, but you cannot go "down" to less than your own skin against heat.
(take this "normal" cold with a grain of salt, I'm walking in short sleeves in 15 degrees Celsius and long-sleeve shirt or light jacket when its around 0)
ZA Monk 2; HP: 25 ; Init +4; AC: 16, T: 16, FF: 13; CMB +4, CMD 20; Fort +5, Ref +5, Will +6 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +8
I will be going on a vacation from Sunday, the 20th, through the following Saturday, the 27th. I should have some access to the internet, but I am not sure how much time I will have to post. So please feel free to bot me as needed.
@Shajnal
Yeah, I'm generally with you, but some folks just dont want to move away from what they've always known.
FOr my wife it's home, and (what's left) of here family is still here. I just recently tried talking to her about moving elsewhere, (Not try to convince her, just exploring options for my eventual retirement) She is NOT interested.
It's a combo of unwillingness to leave (We did leave after katrina, but she made sure we were back in a couple of years to be near her family again) or fear of having no family (kids) to provide support as we get older. (I asked her, 'What makes you think our kids are going to stay here?') ;P
But she is not willing to really consider it. At least not yet.
When I first moved down to New Orleans to get married, I swiftly decided I hated heat more than cold.
My saying is:
"You can always put on more layers if your cold. But you can only remove so many layers if your hot before being arrested for public indecency. And you're still hot."
:)
That is better for english. In my language it is "Iz kože se ne može" which rhymes and has a bit wider meaning, but still applicable for heat suffering
I'm from Tennessee originally, but I always hated the weather there. It's not as bad as NOLA but it's not too far down the spectrum from it. I headed north just as soon as I could. First it was to Minnesota for college. I absolutely will trade a good chunk of the winter being -15 degrees or so to a avoid a good chunk of the summer being 95 degrees with humidity creeping up toward 80%. I'll never live in a place with Wet Bulb adjacent temperatures again.
Portland, OR is a pretty sweet spot for me. We still get 4 distinct seasons but usually summer high temps are high 70's to low 80's and it cools off to the 50's at night. Today the high was 82 with 34% humidity. I don't even bother having air conditioning. We get snow about once a winter on average, just the right amount. Plenty of people have a hard time with the grey, gloomy, rainy winter, but it doesn't bother me.
No frequent natural disasters here like tornadoes, or hurricanes, etc. Wildfires have certainly gotten more frequent and worse, but that's really down in central and southern Oregon.
BUT, Mt Hood right east of Portland is a volcano. It will erupt eventually. I'm not really concerned with that problem since it will be ash not lava, and the prevailing winds blow east. It's the earthquake that's going to f@!& us up. The last big one was in 1700 and 300+ years since then means we're in the zone for the next one. Currently the prediction is a 37% chance within the next 50 years. It's expected to be a 7.1+ and Portland isn't anywhere even near earthquake-proofed enough for that. We're going to get flattened. It will be very ugly.
I hadn't realized that Portland was so close to the Volcano.
I talk smack about dealing with Tornadoes and Hurricanes like it's no big, but I won't lie.
An Earthquake, or worse a volcano + Earthquake, would scares the bejeebus outta me. O_O
Our quake was as I said a lesser one, more frightening than damaging except for the old center...BUUUUT it came in the covid time AND early in the morning in late march
https://hr.wikipedia.org/wiki/Potres_u_Zagrebu_2020.
Not great for either helping nor morale especially with kids in the cold.
There was even a (nor so funny) joke, if someone made a movie where among the global pandemic and unseasonal cold the strongest quake in a century hits the city, you'd say its implausible or impossible
ZA Monk 2; HP: 25 ; Init +4; AC: 16, T: 16, FF: 13; CMB +4, CMD 20; Fort +5, Ref +5, Will +6 (+1 Fort vs. Attacks by Incorporeal Undead); Sanity- 36/36; Legacy- Godefroy; Perception +8
I live in AZ. We technically have four seasons, but its more like two with one that deviates a bit more. No real weather issues other then the occasional haboob or flash flood.
I live and have returned, thank you all for your patience.
Speaking of earthquakes, that one in Russia was a doozy a few days ago!
I am from and have lived in New Jersey my entire life. Four seasons not too much in the way of catastrophic weather. Sandy, which was the worst storm I ever lived through, left a bucket of water in the basement of the house I rented at the time and we were without power to about a week. Now some people in the town I lived in at the time were underwater, but it was all relative to how close to the river you happened to live.