Tag Archives | Scorched Lands

Wandering Wasteland: Grave Morass

grave morass

Whatever 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 […]

Wandering Wasteland: Primordial Tar Haunt

primordial tar haunt_fixed

Primordial 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 […]

Wandering Wasteland: Twilight Ambush

Twilight Ambush Map

As the party settles into Ravine’s Parched Pilgrim Tavern for the evening, their adversaries have a small surprise waiting for them—sometime in the middle of the night, the P.R.A.N.K.S.T.ER.S. launch a twilight ambush on the sleeping adventurers! The attack starts when the majority (if not all) of the spellcasting PCs are asleep. Creatures that are […]

Wandering Wasteland: Scowl Carver

scowl carver (mutant)

Scowl Carver                           CR 12 XP 19,200 Male ashen human fighter 7/rogue 5 NE Medium humanoid (ashen, human) Init +10; Senses darkvision 60 ft., low-light vision; Perception +13 DEFENSE AC 21, touch 16, flat-footed 15 (+5 armor, +6 Dex) hp 80 (7d10+5d8+19) fast healing 5 Fort +7; Ref +14; Will +4; +2 vs. fear Defensive Abilities […]

Wandering Wasteland: Mutated Clans of the Fissure

the fissures scorched lands

The western portion of the Scorched Lands consists of a massive series of canyons, mesas, and plateaus collectively known as the Fissures. This confusing, uneven landscape is perfectly suited to the reclusive lifestyle led by the many mutant clans who inhabit the area. After surviving the Transgression these transformed savages eke out a living in […]

Wandering Wasteland: The Transgression (part 2)

the transgression snippet #2

[Continued from last week’s Trap Tuesday! —MM] During this daily period of intense heat, Fortitude saves against the environment need to be made by creatures involved in strenuous activities (such as combat) in an exposed area but are otherwise unnecessary. During the direct Transgression as temperatures rise to greater than 240° F (115° C), unprotected […]