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Wonders of NaeraCull: Adventures in the Jungle

naeracull 1The Hungering Jungle is a place of grave danger, but therein lies great adventure as well! Aventyr has a host of different sorts of extraordinary locales for adventures—the literally baked ground of the Scorched Lands, fungal forests in the Underworld’s endless caves, myriad mires of danger in the Vast Swamps, enormous rulers in Obor, aloof elves in the Silent Forest, fantastical machinery in Pradja; the list goes on.
NaeraCull, however, is a world unto its own.

Death lurks around every corner in the southwesternmost region of Aventyr—quite literally. Undead rule the lands and are far more common here than anywhere else. Lush canopies overhead grant enough shade for animated creatures with a dangerous vulnerability to sunlight (such as vampires and dødelig) to survive and create an interesting scenario when encountered in combat. For instance, instead of targeting the creature, a party might be able to win the fight by clever distraction and a trap-on-the-fly!

ape-clip-artRemember that adventurers are in an extremely lush environment—alive or undead, enemies should keep to the trees and lay in ambush through cunning, natural camouflage. Don’t be afraid to really dig in either (especially in NaeraCull, where a fair number of the enemies don’t need to breathe) and engage in the other aspects of a jungle environment. Diseases, exotic poisons, strangely hazardous fauna, and the weather are all dangerous elements that can be great obstacles for any party.

Traveling from city to city is often a matter of a few encounters along the road, and perhaps a bit of bad luck; in the jungle, an everyday journey can quickly prove fatal. If predators aren’t commonplace, those that reign are truly dangerous. The heavy humidity and monsoons drive decay that can suddenly become catastrophic, leaving a trail of devastation once resolved. Unexpected injuries, compromised resources, or simply getting a bit lost can rapidly become a real challenge.

For more adventure ideas in the Hungering Jungle, all of this month is devoted to fleshing out the region; tune in tomorrow to meet the unusual minstrel that facilitates and encourages new adventurers in NaeraCull—Jurgen the dødelig!

 

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Wonders of NaeraCull: Hungering Dead Zone

hungering dead zoneHungering Dead Zone     CR 2
XP 600
Persistent NE haunt (random 10 ft. squares across NaeraCull)
Caster Level 2nd
Notice Perception DC 15 (to notice skeletal digits emerging from the mire)
hp 9; Weakness tricked by hide from undead; Trigger touch; Reset 1 hour

Effect     When this haunt is triggered, a baleful moan rises from the ground as skeletal claws scrape up from below; one skeleton emerges in an adjacent square every round that a living creature occupies any square within the hungering dead zone’s space.

Destruction     Each 5 ft.-square of the haunt’s area (a total of four) must be doused with holy water or bathed in positive energy (as from a cleric’s channel energy ability).

Adventure Hook     Hungering dead zones are strewn across NaeraCull, suffusing the corpses of long dead creatures with negative energy and animating them to dangerous effect. None are entirely sure how the hungering dead zones come to be or why, but the rulers of the Hungering Jungle are fine enough with a few mindless creations wandering the wilderness.

 

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Wonders of NaeraCull: Super Sap

Super Sap
Super Sap
Super Sap

NaeraCull is full of wonder, adventure, danger, and… inconvenience? Several of the trees in this jungle grow nowhere else in the world. Some are beautiful to behold. Many of the trees excrete a sticky sap; lines of the shiny liquid can be seen running down many of the trees.

Super Sap (CR 2)

Sap runs down the trunk of several trees, pooling into sticky puddles on the ground.

Type: natural; Perception DC 19; Disable Device —

Trigger location; Reset Auto

Effect

Several of the trees have a very sticky sap that pools at the base of their trunks, covered by fallen leaves and limbs. When a pool is stepped in, it adheres to whatever it touches, immobilizing the target. Super Sap (DC 18 Reflex Save or become entangled and immobilized, DC 22 Escape Artist or Strength check required to escape); multiple targets (all targets within 10′ of tree)