***Cob Hobbler Spore*** Black finger length spores with a feathery top. Need bare flesh.
Onset time: 1d3+3 months
Conditions: The victim must make a single resistance roll
when first touched by a spore. Failure indicates that they have been infested. The victim will slowly have its nervous system compromised by the infant cob hobbler whilst its eight spider legs grow in a slowly swelling cyst upon its back. See creature description above.
Antidote/Cure: If treated within the first three months, the symbiotic parasite can be removed via surgery. A successful Healing roll excises the creature without harm. Failure either kills the host or causes permanent paralysis due to damage to the spinal cord. MI pg 208.
Mount Ruaumoko erupts, sending lava flows across its flanks down to the sea, sending huge clouds of obscuring steam across the southern tip of the island, if occurring in Wet Season. Anyone on the volcano may also be subject to volcanic bombs, roll a successful Evade or be struck for 2d6 impact damage plus an additional 1d6 burn damage on an upper body location (1d10+10). Being so slow, the lava itself is not dangerous unless it cuts off retreat. MI pg 118
Lightning rains down across the island in a tempestuous display, the bolts striking near anywhere a geomantic node is located (see page 131), such as Smoking Mirror portals, temple ruins, hidden tombs, and so on. Anyone caught near one of these magically attracted lightning bolts suffers the equivalent of the Sunspear Miracle at an Intensity of 1d6. MI pg 118
An unknown instinct causes the creatures of the island to migrate towards one of the remaining High Folk citadels, either increasing or reducing the chance of an encounter and the number involved, depending on location. The urge lasts for only 1d8+6 days but may cause inhabitants of abandoned areas a temporary shortage of food, whereas the inhabitants near the target region will become cut off by dangerously concentrated numbers of beasts. MI pg 118
Mount Kamohoali (Fuming Mountain) erupts, sending a deadly cloud of hot volcanic debris, ash, and gases that travel at speeds in excess of at least 100 km/h. The direction and distance of the flow should be rolled randomly: 1d8 for direction (1 North, 2 Northeast, and so on) and 1d6x5 for the distance in kilometres covered. Anything in this path is generally incinerated, buried or both; unless in the lee of a mountain or above the level of the valley-hugging flow. Characters that succeed in a Hard Perception roll may notice the warning earth tremors and attempt to find cover (Survival) or flee the area (Formidable Athletics). MI pg 118
Due to underground water erosion or the weakening of the roof of a lava tube, a sinkhole dramatically opens – potentially appearing under a village, road or camp site. Anyone in close proximity to the collapse has mere moments to flee, before being engulfed. A successful Athletics or Evade is needed to escape in time, or they will suffer a catastrophic fall. The final dimensions of the sinkhole are 1d6x5 metres across and 1d100 metres deep. MI pg 118
The island is transformed by a dreamlike illusion, portraying the land as it was before the great cataclysm. Although most of the creatures remain undeterred from their normal instincts, sapient species have trouble negotiating the oddly transformed landscape – Navigation rolls required. A side benefit of the flashback permits explorers the chance to locate hitherto undiscovered ruins. MI pg 118
Offshore earthquakes cause a tsunami with waves reaching 1d10+10 metres in height. Whilst this has little effect on the towering cliffs of the island, anyone at sea or located in the lower quarter of Grimsand will be killed unless a Boating, Seamanship or Swim roll is made as applicable. MI pg 118
A tropical storm of severe potency hits the island. For physical effects roll 1d10 and half the number rolled, the result indicating its Hurricane Category (treat as an Earthquake of Intensity 5+Category). The typhoon lasts 1d3 days, during which time anyone caught outside without suitable shelter will suffer the associated damage per hour. All rivers run in spate for a period of 1d6+1 days after the storm ends, making them deadly, if not impossible to cross. MI pg 118
Ash Clouds - Either of the island’s volcanoes releases a huge belch of ash which blocks out the sun for 1d3+1 days and makes breathing laborious due to the fine ash particles (everyone suffers a mandatory level of Fatigue) MI pg 119
Dead Arise - The doors to the spirit world open, allowing the dead to return for a single day and night. Unless blessed or entombed within a sealed container, all dead bodies and dismembered body parts across the island rise as Undeath Spirit-infested zombies with an Intensity of 1d3. MI pg 118
Earthquake - An earth tremor shakes the entire island. Roll 1d10 and refer to the Earthquake table (see RuneQuest page 269). The still standing cities and tombs of the High Folk are constructed well enough that they suffer no structural damage from such events. MI pg 118
Flood - Low level jungle regions flood for 1d3 days, making travel impossible unless moving along the ruined causeways or paddling by boat. Those caught away from high ground will eventually drown unless they can swim to safety.
MI pg 118
Insect Plague - Some ecological imbalance causes the over-breeding of a species of insect which runs wild for 1d3+4 days until the indigenous species consume the glut. Unless taking cover within hermetically sealed chambers deep underground, or using some form of magic, everyone on the island suffers 1d3 damage per day to each Hit Location from accumulated bites, stings or toxins – potentially life threatening for sick or injured people – and driving creatures with thin skins mad with irritation. MI pg 118
Lahar - Mudflows caused by excessive rainfall or the melting of snow and ice by volcanic heat. Unlike eruptive activity, lahars can occur anywhere on the island, the collapse of a steep slope or ridge forming a thick, viscous mud which sweeps down with the strength and speed to flatten or bury everything in their path. Characters should be permitted a Perception roll to hear the approaching disaster and flee to high ground away from the mudflow’s path. Failure indicates they are caught in the flow and drowned unless they make a Brawn or Swim roll. Even if they survive they lose everything not physically attached to their person.