Posted on Leave a comment

Wandering Wasteland: Part 2

scowl carver (mutant)After landing in the Scorched Lands, the PCs pick up on the trail of the nefarious P.R.A.N.K.S.T.E.R. cabal. Heading off into the desert they find the Canyon March, a network of smugglers that help escaped slaves reach freedom. Unfortunately they aren’t the only ones traveling into the sand and the PCs are soon forced to either help defend or kill a mutant named Scowl Carver. Either way they garner a few pairs of striding boots and some valuable information on where the nefarious faction was operating in the wastelands.

Heading back to Ravine and canvassing the city doesn’t drum up any new information and though at first it seems like the criminal group has given the party the slip, that very night a host of P.R.A.N.K.S.T.E.R.S. fall upon the PCs while they sleep! Fortunately some evidence on their boots lead the adventurers to one conclusion: whatever the nefarious cabal is up to, they are active in the dreaded Grave Morass on the southern reaches of the Scorched Lands.

corpse cactus (reduced)More dangers of the desert threaten the PCs as they travel—lethal respite offered by corpse cactii, devious merchants with equally fell gifts, the scorching Transgression [the final reveal of its full effects! —MM], magically aggressive tar changed by the passing of the Shard of the Sun, and the restless spirits of those creatures claimed by the ash, oil, and sand pit long ago—but nothing as deadly as what awaits them in the Grave Morass.

Bleirvar the Biomancer (Final-Mezadev-C)Tune in tomorrow to see how Bleirvar the Biomancer fits into Wandering Wasteland and why the PCs need to collect as many contraband cyphers as they possibly can!

Posted on Leave a comment

Wandering Wasteland: Grave Morass

grave morassWhatever catastrophe or circumstances led to the creation of the Grave Morass ensured the death of an untold number of primitive peoples and primordial beasts that sheltered in its canyon-like confines rather than suffer the prowling undead of NaeraCull’s jungles. Macabre scholars believe it an irony of the gods that these residents have become animated themselves, and none know how many of them persist or where they might tread when beneath the surface of the black. Exploratory parties sent by the warlords of the deserts or Ravine’s politicians rarely return, prompting the rulers of the southern reaches of the Scorched Lands to keep no small amount of anti-undead equipment and holy water close at hand.

Undead of the Grave Morass
Any type of non-cold skeletal undead can rise from the tar of the Grave Morass, but these animated creatures are predominantly humanoids and large primordial beasts (such as dinosaurs, mammoths, and sabertooth tigers). There is a 50% chance that the tar covering the undead that rise here has been magically affected by The Transgression and attacks from these undead have a chance of inflicting the tarred condition; each hit dice an undead possesses grants one such consecutive attack. For example, a 4 HD skeleton with two weapons would grant the tarred condition for one attack after charging, two attacks during a full-round attack the next round, and the first of its next attacks during a full-round attack the following round (but no more afterward). Any undead able to inflict the tarred condition in this way increase their CR by +1.

Tarred: You take a -4 penalty to all Charisma-based skill checks. Spells that target you instead affect a random target within 30 feet (no save) and have a 10% chance per caster level of triggering a random effect from the list below. The tarred condition can only be removed via dispel magic (CL 18th), heal, limited wish, miracle, or a wish. After 2d4+1 days the tarred condition alleviates itself as the substance crumbles away.
1 – Splay: targeted spell now affects all targets within 30 ft. of the original target
2 – Negate: targeted spell is negated and has no effect
3 – Damaging: targeted spell does twice the damage (in the case of spells that do not deal damage, double duration)
4 – Penetrating: targeted spell grants its caster a +10 circumstance bonus to bypass spell resistance
5 – Tricky: the saving throw DC(s) for the targeted spell are increased by +5
6 – Rebound: targeted spell also rebounds back on its caster

Posted on Leave a comment

Wandering Wasteland: Primordial Tar Haunt

primordial tar haunt_fixedPrimordial Tar Haunt      CR 6
XP 2,400
CN Persistent haunt (20-ft.-radius pool of tar)
Caster Level 6th
Notice Perception DC 22 (to hear the dying cries of primordial creatures)
hp 27; Trigger proximity; Reset 1/day

Effect When the primordial tar haunt is triggered, a deinonychus, pteranodon, and rhinoceros rise from the bubbling sludge (as summon monster IV) and charge at the nearest creatures (melee touch attack +8). Creatures struck by the primordial tar haunt gain the tarred condition and make a Reflex save each round (DC 16 + 1 per previous check) or are dragged 5 ft. closer to (or into) the tar pit.

Destruction The bones of a deinonychus, pteranodon, and rhinoceros must be doused in holy water and set ablaze with a divine spell before being cast into the primordial tar haunt.

Tarred: You take a -4 penalty to all Charisma-based skill checks. Spells that target you instead affect a random target within 30 feet (no save) and have a 10% chance per caster level of triggering a random effect from the list below. The tarred condition can only be removed via dispel magic (CL 18th), heal, limited wish, miracle, or a wish. After 2d4+1 days the tarred condition alleviates itself as the substance crumbles away.
     1 – Splay: targeted spell now affects all targets within 30 ft. of the original target
     2 – Negate: targeted spell is negated and has no effect
     3 – Damaging: targeted spell does twice the damage (in the case of spells that do not deal damage, double duration)
     4 – Penetrating: targeted spell grants its caster a +10 circumstance bonus to bypass spell resistance
     5 – Tricky: the saving throw DC(s) for the targeted spell are increased by +5
     6 – Rebound: targeted spell also rebounds back on its caster