Thunder Plains (3.5e Location)

 

Thunder Plains
Between two great currents of air in a wide basin between two mountain ranges lies an area of lodestone-rich earth known as the thunder plains. The location between common fronts ensures a constant maelstrom in the sky, and the magnetic ground is ripe to attract thunderbolts even on its relatively flat and even surfaces. Many have tried to colonize the area, only to have their structures smote from the heavens, the taller buildings drawing in lightning bolts each storm. Mining became impossible, and so the land remained untouched by civilization and trees alike. Only strange and exotic animals like the zeugalakLoM or the occasional shambling mound or blue dragon could live there. So hostile was the land that it began attracting daredevils and blowhards seeking to prove their worth, challenging mother nature to a duel. The goal, to dodge the lightning while crossing the plane. If one could cross on foot and not get struck once, their bragging rights as being untouchable would be confirmed for all.

Lore
The thunder plains is a rare natural phenomena caused by the meeting of a storm-prone area with a magnetically active bedrock (Knowledge Geology or Nature DC 20). The place is barren of any civilization (Knowledge Local DC 15) and anything which stands up from the otherwise flat ground, from trees to buildings to people, is a target for terrible strokes of lightning (Knowledge Geology or Nature DC 20). They say that the lore surrounding it about crossing the thunder plains without being struck became so prevalent, it began to have some truth behind it (Knowledge Local DC 25). Those of unusual strength or worth who crossed the plains would gain the respect of nature itself, who would aid the challenger in subtle ways, granting them the reflexes of a cat and the twitch instincts of animalkind (Knowledge Nature DC 30). Or, maybe it was just that those who tried happened to be really good at dodging.

Description
The thunder plains is a barren flat wasteland, its vegetation largely stripped and scorched off by thunder seeking higher ground. The ground is a dull gray of compressed gravel into a sandstone-like substance, and intermixed and along the entire flatbed are magnetic iron depots which give the land its name. Those traveling through with metal objects find its weight has doubled, often spelling doom for anyone wearing heavy full plate when a storm brews. The air is often dark, even daytime blotted out by thick cloud cover. Curiously, rainfall is uncommon, for reasons not quite known to science. Thus the thunder plains is technically an arid desert, though the temperature is usually temperate at best.

Heavy winds and thunder dominate the skies of the thunder plains. Flying anywhere under or at cloud cover is highly inadvisable.

Prerequisite
While the plains can be crossed by anyone, only those of CR 3 or higher can gain nature's blessings.

Location Activation
One must cross the thunder plains from one end to the other on the longest route, a 6 mile journey. This takes 2 hours for the average human to cross and will provoke up to 6d6 thunderbolt attempts (3d6 every hour spent there). Lightning bolts occur so often that charges do not build up quickly, only dealing 4d6 electrical damage with a DC 15 Reflex save for half. If all Reflex saving throws are made successfully during the crossing, the challenge has been passed.

If metal is brought into the area, its weight doubles, which may negatively effect those being struck.

Recharge
Any number can try the thunder plains challenge. Those that have obtained benefit from the thunder plains cannot activate it a second time.

Special Ability
You obtain a bonus feat selected from the following list. The ability gained is permanent. Choose from the following: Dodge, Lightning Reflexes, Run, Skill Focus (tumble).

Duration
Permanent.

Ability Value
3000 gp.