NeoExodus Hostile Environment.pdf

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Hostile Environment
LPJ9700
Hostile
Environment
Written By Neal Bailey
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
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Hostile Environment
Exodus is a world defined by intensity and conflict.
Endless marches of hills, deepest eldritch forest,
burning desert- these are the realms faced by the brave
travelers and explorers of the land. In Exodus, the
land has a hard heart, and punishes those who aren’t
prepared to follow the laws of the wilderness with
death.
Granite Storm
In the highlands and lowlands of Abbaddon, powerful
winds tear across the landscape with the ferocity and
power of a tiger. Sweeping up loose soil, shredding
the ground, and sending chunks of rock the size of a
man’s fist skyward, these storms are death to all who
come across them unprotected. Ruined farmsteads,
battered houses, and dead livestock lay in the wake of
such a storm’s churning black cloudhead.
Much of the danger for an adventurer lay not in the
machinations of a bandit king, nor in the primal
hunger of a fell beast. Instead, the very world lays in
wait to destroy the unaware. Read on, adventurer, for
this is a survival guide, and may one day save your
life.
Most Granite Storms occur during a change of
seasons, especially from fall to winter, but move
quickly, usually passing across an area within half an
hour. Being within a Granite storm is deadly to the
exposed. Anyone who doesn’t take shelter ( a wooden
shack at least ) will begin taking damage on a round
by round basis.
Abbaddon
The rocky crags of Abbaddon hide both wonder and
peril.
Cover Type Damage
Inside a sturdy structure None
Inside a flimsy structure 1d6 from stray stones/
half an hour
Under heavy brush 1 damage per minute of
exposure
Under light brush, or prone 1 damage per 5 rounds
of exposure
Ekatar’s Shawl
This deadly and terrifying effect, although most
commonly associated with the Dead Mountain,
can actually be found in smaller, isolated patches
throughout all of Exodus. Near invisible and cloud-
like, this lacy network of negative energy drifts list-
lessly across the land, drawing the life out from within
any entities that it touches. Named Ekatar’s Shawl
after a strange death totem worshipped by Abbaddon’s
ancient inhabitants, the Shawl is unique in that it
leaves tiny white fibers on those it touches- who have
often been left little more than desiccated corpses.
In the open
1 damage per round of
exposure
Obviously exposure for more than a minute or two
spells death for the average person. On the bright
side, the damage from a granite storm is reduced by
damage resistance.
Ekatar’s Shawl occurs in patches as wide as a 20 foot
radius burst, and can move 10 feet in a random direc-
tion each round, with no regard for wind. The Shawl
can move freely through solid objects or even force
barriers, but sinks into the ground if hit by bright
sunlight. Ekatar’s Shawl is far more deadly to the
mighty than the weak, seeming to feed from valor.
Spotting Ekatar’s Shawl is difficult, requiring a DC 20
spot check- it appears as a faint white shimmer in the
air. But once you’re in it, you’ll feel it. There is no
save to prevent its effects.
Movement during a Granite Storm is also difficult;
a DC 10 strength check is required to make any
headway against the winds at all. If successful, speed
is still halved.
Vision is highly obscured when a storm is in full
force, the thick grey dust blots out the sun, reducing
all vision ranges to 10 feet, and a -6 penalty is
imposed on spot and search checks. It has a similar
effect on the sensations of smell and vibration- trem-
orsense, scent, and similar abilities are not effective
when within the storm.
Ekatar’s Shawl does not have any special effect on
the victims it claims, but there is an added problem
of ghouls and ghasts who follow it about, often in
force. These creatures not only benefit from the nega-
tive energy of the Shawl, but also devour the dead left
behind.
Shades of the Sorcerer
Kings
The Spirits of the Sorcerer Kings, destroyed by the
Arman Protector, have grown weak and faint in the
ages since their bodies perished. Trapped between
life and death by powerful enchantments intended to
prevent the activation of numerous contingencies, the
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Hostile Environment
Ekatar’s Shawl
Character type
Undead 1d6 hit points restored per round of contact
1-5 hit dice or character levels Loss of 1 hit point per round (negative energy damage)
6-10 hit dice or character level Loss of 1d6 hit points and 1 point of constitution per round
11-15 hit dice or character levels Loss of 2d6 hit points and 2 points of constitution per round
1 6-20 hit dice or character levels Loss of 6d6 hit points and 4 points of constitution per round
Shades of the Sorcerer Kings
Level of
% of a Sorcerer King
% of a Sorcerer King
Spell Cast
Appearing in the wild
Appearing in the Godpointe
6th
1%
5%
7th
3%
10%
8th
5%
20%
9th
10%
30%
Shades sometimes manifest if magic is released within
Abbaddon. The chance of one appearing varies by the
level of the spell cast.
Cordel
To call Cordel a desert is to do it a disservice. Cordel
is the desert, the ancient form from which all other
deserts were molded, and to which none can compare.
When a Sorcerer King does manifest in response to a
spell being cast, the energy of the spell is absorbed by
the shade, causing the magic to automatically fizzle.
The shade can then remain visible ( but intangible )
for 1 minute per level of spell absorbed. During this
time, the shade has limited ability to interact with its
surroundings- but a knowledgeable character has the
ability to converse with such a being for the short time
it is manifested.
Speakers of the Lost
Tongue
Deep within the Troll Wastes, the racing winds mold
siltstone into alien shapes and forms. The howling
of the wind is not all sound and fury- a strange logic
seems to coil up from the noise, whispering in hollow,
breathy tones. As one’s journey through the Wastes
lengthens, the impression of voices, of whispered
words and muttered curses, becomes more and more
real.
Diplomacy DC Shade Will Answer Questions
20
About the history of his kingdom
25
About himself
30
About the war between his people
and the Arman Protector
The Speakers of the Lost Tongue are the source of
these unknowable words, but the knowledge they
speak of comes with a great and terrible price. The
speakers came from parts unknown, and most only
hear of them as a legend. But they do exist; and
listening to their song leads only to madness and
death.
35
About lost magic and treasure
One question can be asked for every 3 minutes that
the Shade remains. If a diplomacy check fails, the
shade will not speak to the questioner or his associ-
ates again, unless another spell is offered up to be
devoured. Of course, doing so does not automatically
result in the Shade choosing to absorb the arcane
power- the chart above must be consulted once more.
At first, the snippets of words caught on the winds
seem enticing; scraps of poetry and beautiful music,
singing of a city long gone and vanished from the
pages of time. The words come from no obvious
source, but appear to lead one deeper into the Wastes
with the promise of knowledge and respite.
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Hostile Environment
Speakers of the Lost Tongue
Time Spent in Wastes Listen check Effect
1 day DC 30 Single words, distant sound of a reed instrument
2 days DC 28 Snippets of conversation, chords of a song
3 days DC 25 Beginning of a tale, a song as if heard from far away
1 week DC 20 Pieces of strange lore, a song of hope for the city
2 weeks DC 15 A complete song, with a choir, singing ancient tales
More than 2 weeks DC 10 A cacophony
Unless the players are actively trying to avoid
listening to the voices, these listen checks should
be made every few hours. Although hearing the
sounds does not provoke any penalties ( until more
than 2 weeks have passed ); it can be confusing and
distracting. Once the cacophony begins, clearly
hearing the song ( a mere DC 10 ) actually strips the
spirit from a person, leaving their body to crumble
as dust in the wind. The listener has heard the great
secret of the ancient city, and now goes to join the
Speakers of the Lost Tongue as one of their own. It is
impossible to raise a character killed in this manner,
although you can hear his voice in the choir if you
listen carefully.
Rank Reflex DC Effect if save is failed
1 14 Stunned
2 16 Prone
3 18 Buried in 1d6 feet of sand
4 20 Crushed for 10d6 damage in
sands
Every time you fail a save, you suffer an effect,
starting at the effect listed for rank 1. On the next
round, you must make a save against the next rank if
you failed; otherwise, it is a save for the same one you
succeeded against. This continues each round until
the sandquake ends.
Sandquake
The Shifting Sands of the desert of Cordel are usually
slow-moving and benign. True, they confound
mapmaking attempts, and render the landscape almost
impossible to navigate without magical aid- but
people traveling the desert have known this for ages,
and have adapted themselves to travel in such climes.
At least the shifting sands aren’t deadly.
Gavea
Gavea is known as a realm of seasonal extremes.
Storms surge across the sky, leaving behind spec-
tacular sunsets as rich and red as blood. Cold winds
chase after freezing sleet, mists flow and flood into
valleys as if alive. Caught between climatic extremes
and spread across a broken and highly variable topog-
raphy, Gavea’s chief dangers are a result of an intense
present grafted onto an unusual past.
Unless, that is, you happen upon a Sandquake.
A combination of high winds and seismic activity
sometimes churns in such a way as to cause the very
ground to buck and weave, flowing like an ocean
for brief moments. Although they only last seconds,
sandquakes can move thousands of tons of sand
hundreds of yards, flatten dunes, and kill anyone
foolish or unlucky enough to have been in the area.
Pollen Mists
The summers in Gavea are an exhausting combina-
tion- deadly hot, and highly humid. Humid enough,
in fact, to produce a hot, flowing mist in the deepest
valleys, where moisture condenses and runs in rivu-
lets from the dense greenery. Under regular condi-
tions, exposure to this mist would be little more than
a danger from regular exposure. But this is not the
case in Gavea, where the passing of a mist has an
effect on the local flora- when the mists come, the
pollen is released. As cloud rolls down the path
toward you, you can see the plants react, like a wave
of color. Blossoms open, seedpods swell and burst,
fronds uncoil. The first time, it is beautiful, almost
enchanting. The second time, it is terrifying, because
Sandquakes last an average of 2d4 rounds, during
which time it is pretty easy to lose your balance, sink
into the sands, and be ground into a paste. They range
from 50 to 200 feet in radius- the larger ones are
capable of collapsing an entire hill.
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Hostile Environment
Pollen Mists
% of Occurrence Save type and DC Effect
5%
Fort, DC 19 Death from choking vines erupting beneath the skin
10%
Will, DC 17 Euphoria followed by catatonia for 1d4 hours and 2d6
charisma damage
15%
Fort, DC 18 Intense skin rash that results in a loss of 2d4 dexterity
due to pain from movement
20%
Fort, DC 15, each round Nausea for each round the save is failed
25%
Will, DC 15 Blinded by hallucinations for 1d4 minutes
25%
Fort, DC 20 Itchy lesions cause a -1 penalty on attack rolls and saves
for 1d6 hours.
nobody wants to be exposed to the cloud of spores
and pollen that follows these mists.
and the perception of colors also tends to shift (colors
look metallic and glossy when inside a pocket). Each
pocket may be up to 50 feet in radius, but the majority
are smaller, and merely produce a series of flashes in
the air, accompanied by loud bangs.
The effects of the pollen mists vary by region and the
exact mix of plants and fungi in the area. As a general
rule, a GM can simply choose one from the list, or
roll on the percentile chart provided. Checks are only
made once upon contact with the mist, unless other-
wise noted.
If you are inside a big pocket, things get messy.
• Movement is slowed, like trying to run in a
dream. All movement in rolling thunder is treated
as if characters are in rough terrain- this applies to
all movement types, including flight.
• Perception is altered; all spot, search, and listen
checks are penalized by -2.
• When the pocket finally does explode, all within
must make a DC 20 fort save or be deafened for
1d4 hours. Not only this, but the pocket deals
force damage according to its size. Consult the
table below.
Rolling Thunder
This strange magical phenomenon can be found
upon and around Thunderheart Peak. Although it is
believed by some to be produced by winds echoing
in a series of deep grottoes around the base of the
mountain, this is not the case. Instead, rolling thunder
is actually a small series of elemental explosions,
caused by pockets of unstable extradimensional
space suddenly imploding as their magic fades. This
produces a bang, a faint flash, and a brief gust of
wind.
Size of Pocket Damage and Save DC
1-10 foot radius 2d6, DC 15 reflex for half
11-20 foot radius 4d6, DC 16 reflex for half
21-30 foot radius 6d6, DC 17 reflex for half
31-40 foot radius 8d6, DC 18 reflex for half
41-50 foot radius 10d6, DC 19 reflex save for
half
Rolling thunder is an isolated occurrence, tied into the
fact that the Thunderheart peak seems to have been
called in from another dimension. The magic that
keeps it in place is constantly preventing the cosmos
from rejecting the mountain like a mismatched
implant. Tension between our world and the moun-
tain results in dimensional eddies which produce
the unstable pockets of extradimensional space; the
phenomenon was named ‘rolling thunder’ before
anyone had a clue what it really was.
Koryth
Koryth is home to the most violent weather on the
planet. This isolated locale, though rich in resources,
is so wild and difficult that its bounty is largely
ignored. Those who do risk a journey into the wilder-
ness often come face to face with hazards that cannot
be found in any other locale.
The pockets appear and disappear around the moun-
tain at seemingly random times- so it is possible to
be simply standing still, and then suddenly become
enveloped in a pocket of rolling thunder. Passing
through one of these pockets has some strange effects
on a character. There is usually a change of pressure,
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