d20 Devil's Workshop Lands of Pulp - Dark Jungle.pdf

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From the misty depths of the Congo, to the endless
greenery of the Amazon, jungles have captivated
mankind from our very beginnings. But a jungle
is more than a mysterious and impenetrable
wall of greenery- it is teeming with life,
danger, and opportunity for the intrepid.
TYPES AND
GENERAL
QUALITIES
OF
JUNGLES
Jungles all share a few key character-
istics. They are classified primarily
according to climate, especially three
major qualities- all jungles have a
high temperature, are very humid,
and are subject to heavy rain.
Jungles are generally associated
with tropical rainforest, although it
is not an ecologically strict term.
LPJ9951
For game purposes, there are
four major types of jungle to deal
with: the tropical rainforest, the
monsoon forest, the mangrove
swamp, and the palm swamp. All
occur in different locations and
have different core conditions.
MOVING THROUGH
A FOREST
Jungle forests are characterized by
heavy rainfall for either all of or
a distinct part of the year, which
Lands of Pulp:
Dark Jungle
Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.
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2
LANDS OF PULP: DARK JUNGLE
result in a stunning variety of different types of ‘damp’.
These conditions can also be applied to solid ground in a
swamp.
of 1d8 constitution. ( ability
damage )
1-5
Your keen instincts have led you
to a diseased meal. Eating it
requires a DC 13 fortitude save
to prevent contracting dysentery
or cholera. ( 50% chance of
each ).
Condition Game Effect
Slippery
Reflex saves and dex checks -2, all land
speeds are reduced by 10 feet.
Soaked
As slippery, plus fort saves to resist disease
-2 due to prevalence of insects, complex
machinery and electronics have a 10%
chance of not operating.
6-10
You find enough edible food for
yourself.
11-15
You find enough edible food for
1d4 people.
Flooded
As soaked, plus the above equipment has
a 10% chance ( non cumulative, check
each hour ) of suffering damage per hour
exposed to flooded conditions, all land
speeds are reduced by 15 feet.
16+
Jackpot! You found enough
food for 3d4 people.
JUNGLE ILLNESSES
There are a lot of things that can kill you in the wilderness,
but probably the biggest of them all is disease. Many
deadly diseases are endemic to tropical environments, and
can really take the spring out of your step. Some have a
chance of infecting you with a parasite.
SURVIVAL CHECKS IN THE
JUNGLE
It is actually fairly easy for a knowledgeable person to
find something edible in a jungle environment. It is much
harder to find potable water.
SEARCHING FOR WATER
Survival Check result Game Effect
0 or less
MALARIA
Transmission: Insect, 1 fort save, DC 12, per day.
Symptoms: Cycles of fever, chills, seizures
Incubation and duration: 1d8+5 day incubation, lasts
for 4d6 days, 25% chance of permanent infection, which
resurfaces after 1d6+6 months.
Effects: Loss of 2 points of constitution and dexterity per
wave of fever ( every 48 hours, persists for 1d6 hours ),
regained with rest during the night. During the fever, a
character is sickened.
You picked the wrong stream.
This water requires a DC
20 fortitude save to resist
contracting a parasite ( see para-
sites section for details! )
1-5
This water has something
unpleasant in it. Roll a DC
16 fortitude save or else you
contract dysentery or cholera
( 50% chance of each ).
CHOLERA
Transmission: Water/food
Symptoms: Terrible, watery diarrhea
Incubation and duration: 1d4 day incubation, 1d6 day
duration.
Effects: Dehydration causes a loss of 1d8 points of con
per day.
6-10
This water is unpleasant.
Drinking it requires a DC
15 fortitude save, or else the
drinker is nauseated for 1 day.
11-15
You can actually drink this!
It only makes you mildly ill,
requiring a DC 10 fortitude save
to prevent being sickened for 10
minutes.
DYSENTERY
Transmission: Water/food
Symptoms: Moderate, often bloody diarrhea
Incubation and duration: 1d4 day incubation, 1d10 day
duration. 10% chance of being infected with amoebas.
Effects: A general term for tropical GI tract infections.
Dehydration causes a loss of 1 point of con per day.
16+
Perfectly potable water.
SEARCHING FOR FOOD
Survival Check result Game Effect
0 or less
You found something that look
like food, but is poisonous.
Eating it requires a DC 18 forti-
tude save to prevent the loss
DENGUE FEVER
Transmission: Insect, 1 fort save, DC 10, per day.
Symptoms: Fever and rash, pain
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3
LANDS OF PULP: DARK JUNGLE
RAINFOREST WEATHER TABLE
Weather Type
Percent day/night Effect
Clear
20%/20%
none
Misty
15%/30%
10% miss chance on all, range increments halved, spot checks -2
Light Rain
20%/15%
Listen checks -2, spot checks -1, slippery conditions
Medium Rain
20%/15%
Listen checks -4, spot checks -2, slippery conditions
Heavy Rain
15%/10%
10% miss chance on all, Listen and spot checks -6, soaked conditions
Torrential Rain
10%/10%
20% miss chance on all, listen and spot checks -8, flooded conditions
Incubation and duration: 1d4+1 day incubation, 1d4+3
day duration.
Effects: No ability damage, but all rolls are penalized by
-2 due to constant pain.
Effect: A person infected with hookworms does not
recover hit points unless they have full bed rest.
Removal: Specific medications. Treat injury will not
remove the worms without a specialized medical kit.
( removal is DC 10 with the kit ).
YELLOW FEVER
Transmission: Insect, 1 fort save, DC 11, per day.
Symptoms: Nausea, Pain, Bleeding
Incubation and duration: 1d4+2 day incubation, 1d4+1
day duration.
Effects: Causes a loss of 2 con per day, plus effects of
exhaustion and the sickened condition.
TICKS
Transmission: Anyone passing through an infested area
has a 25% chance of contracting ticks.
Symptoms: Attach and drain blood. Transmit diseases.
Effect: A person infected with ticks must make an addi-
tional save versus insect-borne diseases each day.
JUNGLE PARASITES
All the fun of illnesses, but more permanent. Parasites
can be obtained through many methods, from eating food,
drinking water, blood contact, or even just moving through
a wet area. Any ability damage dealt by parasites is
permanent, until the parasite is removed.
Removal: DC 14 treat injury check, failure appears to
have removed all ticks, but did not.
GUINEA WORMS
Transmission: Drinking water
Symptoms: Worms tunnel just beneath the skin on the
lower limbs.
Effect: Burning pain in feet reduces speed by 10.
Removal: Wrap it around a stick and slowly pull it out.
Requires a DC 17 treat injury check, otherwise causing
1d10 damage.
AMOEBAS
Transmission: Drinking water
Symptoms: Form cysts, especially in the liver.
Effect: 2 points of constitution damage.
Removal: Antibiotics, requires a special medical kit.
Removal is a DC 14 treat injury check.
SPECIFIC TYPES OF
JUNGLE
LEECHES
Transmission: Contact with infested water produces 1d6-
1 leeches.
Symptoms: Attach and drain blood. Usually not
dangerous.
Effect: There is a 10% chance each hour that leeches deal
1 point of damage from blood loss.
Removal: Removal requires a DC 12 treat injury check,
otherwise dealing an additional point of damage.
TROPICAL RAINFOREST
This is what you probably think of when you think jungle.
Characterized by heavy rains year round, the tropical rain-
forest has some of the most lush vegetation in the world.
There are obvious layers to a tropical rainforest- much
of the greenery is located in the canopy, high above- and
in fact there are frequently several canopies. The lower
levels are quite clear of plant life, however, as little light
reaches the ground due to the thick foliage. Hanging
vines, fungi, and small plants or young trees are common
at lower levels.
HOOKWORMS
Transmission: Contact with infested water has a 10%
chance to cause hookworms.
Symptoms: Anemia, general weakness.
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4
LANDS OF PULP: DARK JUNGLE
MONSOON FOREST WEATHER TABLE
Weather Type
Percent dry/rainy Effect
Clear
60%/5%
none
Heat Wave
35%/10%
DC 15 fortitude save per day, otherwise heat exhaustion deals 1d4
constitution damage.
Light Rain
3%/10%
Listen checks -2, spot checks -1, slippery conditions
Heavy Rain
2%/20%
10% miss chance on all, Listen and spot checks -6, soaked conditions
Torrential Rain
1%/25%
20% miss chance on all, listen and spot checks -8, flooded conditions
Monsoon Rains
0%/30%
All targets have three quarters concealment, listen and spot checks -10,
flooded conditions
birds, penalizing all listen and
concentration checks by -6. This
persists until you put 100 feet
between yourself and the flock.
COMMON FEATURES IN THE TROPICAL
RAINFOREST
Feature Effect
Tangled Roots Moving through tangled roots can
be accomplished at full or half
speed. If full speed is attempted,
the player must roll a DC 15
reflex save or be tripped.
Hanging Vines Hanging vines between an attacker
and a target penalize hit rolls by
-4. Clearing a 5 foot square of
hanging vines requires 1 round.
Thick Canopy -2 to attack rolls and spot checks
due to the gloom.
Insect Nest Stumbling into a square occu-
pied by an insect nest disturbs
the occupants, who sting and bite
the interloper for 1d6 damage per
round, until the area is vacated.
Trying to clear an insect nest
is not a good idea. The nest
can be destroyed, it has 4d8 hit
points and a hardness of 2d4,
but attacking it causes a cloud of
insects to follow anyone within 20
feet of the nest everywhere for 10
rounds, which can be fatal.
Horrible Insect Nest As a regular insect nest- except
they are poisonous, and there is a
DC 16 fort save each round the
insects damage a character, or
else he takes 1d4 con damage. To
destroy this nest, follow the rules
for regular insect nest destruction.
MONSOON FOREST
Unlike a tropical rainforest, a monsoon forest has alter-
nating, seasonal periods of torrential rains and dry condi-
tions. As a result, a monsoon forest often loses much of
its heavy foliage during the dry season, which allows light
to reach the forest floor. With a thinner canopy overall, a
monsoon forest has much, much denser undergrowth than
a tropical rainforest, and conditions are significantly more
difficult for movement.
COMMON FEATURES IN A MONSOON
FOREST
Feature Effect
Loose Ground Moving across loose ground
requires a reflex save versus DC
12, otherwise part of the ground
collapses, resulting in a prone
condition and 1d6 falling damage.
Thick Undergrowth Thick undergrowth provides total
concealment, and the buzzing of
insects in it penalizes listen checks
by -2. Clearing a 5 foot square
of thick undergrowth requires 1
round.
Bamboo thicket
Very high grass thickets. Bamboo
thickets provide ¼ concealment
( 10% ) to total concealment ( 50% ),
depending on density, and also
provide partial cover. Clearing a
5 foot square of bamboo thicket
requires 1 minute.
Angry Birds
Everything in the jungle hates
you. In this case, you’ve irritated
a flock of raucous, screeching
Deadfall
A mass of brush and fallen trees.
Deadfalls grant a +4 bonus on
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5
LANDS OF PULP: DARK JUNGLE
Papyrus Swamp
Mangrove Swamp: No
Palm Swamp: Yes, near bodies of water and rivers
Movement Penalties: Small boats only or swim only,
movement is treated as rough terrain for both due to plant
density. Papyrus swamp cannot be cleared in any sensible
amount of time.
hide checks, but a -4 bonus on
move silently checks when in the
area, and count as rough terrain.
Clearing a 5 foot square of deadfall
requires 1d4 rounds.
Fungal Bloom
Contact with a fungal bloom
requires a DC 16 fortitude save,
otherwise the person chokes on a
cloud of disturbed spores, effec-
tively stunned for 1d4 rounds.
Clearing a fungal bloom requires 1
round, and automatically triggers
the DC 16 fortitude save.
MANGROVE SWAMPS
Mangrove swamps grow in saline coastal regions- they
an are extension of a larger forest into sea and tidewa-
ters. Specialized plants with intricate root networks have
evolved to occupy this environmental niche, which is
properly considered a jungle. Mangrove swamps are diffi-
cult to traverse, and the state of the ‘terrain’ will vary by
the influence of the tides.
SWAMPS
The other two prominent types of jungle are more properly
referred to as swamps. In this case, they can be classified
as either Mangrove swamps, or Palm swamps. Mangrove
swamps exist only on the edges of large bodies of saline
water and are deeply inundated and effected by tides,
whereas palm swamps are can be inland or coastal, can be
saline or freshwater, and are dominated by dense stands of
palm trees. Weather conditions for both swamps are iden-
tical to those of whatever type of proper forest they border.
COMMON FEATURES IN THE
MANGROVE SWAMP
Feature
Effect
Flooded Sinkhole
Stepping into a flooded sink-
hole is somewhat dangerous- it
requires a DC 18 swim check to
prevent going under instantly, and
losing any action for that round.
Otherwise, the character manages
to tread water and can pass across
the hole as per normal swimming
rules.
MOVING THROUGH A SWAMP
How easily it can be traversed depends primarily on the
depth of the water, as well as the density of the vegetation
in the region.
Deep Mud
A person moving through deep
mud is always counted as flat
footed, even if they normally
cannot be caught flat-footed.
Additionally, dexterity bonuses
are not counted for any skills or
saves.
High Tide
Mangrove Swamp: Yes, all
Palm Swamp: Coastal only
Movement Penalties: No land vehicles, small or medium
boats, swim movement only
Low Tide
Mangrove Swamp: Yes, all
Palm Swamp: Coastal only
Movement Penalties: Specialized all terrain land vehicles
only, small boats, counts as rough terrain ( every 5 feet
counts as 10 feet for speed purposes ).
Carnivorous Fish
Oh lucky, you’ve waded into a
school of carnivorous fish! These
fish deal 1 damage per round
you’re in amongst them, and will
follow you until you get up out of
the water. Outside of large area
effect abilities ( which will likely
kill them all ), it is impossible to
effectively attack this many fish.
Hummock ( land outcropping )
Mangrove Swamp: No
Palm Swamp: Yes, all
Movement Penalties: All terrain vehicles, no boats.
Movement on foot is normal.
Tidal Current
The tides are causing a powerful
current to shift the water. At the
end of each round, every char-
acter in the water must make a
DC 20 strength check to prevent
being shifted 5 feet in the direc-
tion of the current. Manned boats
Open Water
Mangrove Swamp: Yes, some
Palm Swamp: No
Movement Penalties: Boats of any type or swim move-
ment only.
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