TEXT: 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.
  
  Hostile Environment
  Page 2
  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.
  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.
  Abbaddon
  The rocky crags of Abbaddon hide both wonder and 
  peril.
  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.
  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.
  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.
  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.
  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.
  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
  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.
  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.
  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 
  
  Hostile Environment
  Page 3
  Shades sometimes manifest if magic is released within 
  Abbaddon.  The chance of one appearing varies by the 
  level of the spell cast.
  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.
  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
  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.
  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.
  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.
  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.
  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.
  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
  16-20 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%
  
  Hostile Environment
  Page 4
  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.
  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.
  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.
  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.
  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.
  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.
  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 
  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
  
  Hostile Environment
  Page 5
  nobody wants to be exposed to the cloud of spores 
  and pollen that follows these mists.
  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.
  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.
  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.
  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, 
  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.
  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.
  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
  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.
  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.
  
  Hostile Environment
  Page 6
  Bone Dancers
  Koryth was the site of a great many battles, as the 
  Corpselands clearly attest to.  Although it is possible 
  for other places to be homes for the bone dancers, 
  Koryth has the most by far.
  Not really considered undead, Bone dancers only 
  occur in areas with a great many corpses.  Most 
  deceased bodies hold a minute amount of the soul 
  of the dead being within them- Bone Dancers are 
  an aggregate of a large number of these spiritual 
  remnants.
  They lack real intelligence, and do not move on their 
  own- Bone Dancers seem to ‘awake’ when living crea-
  tures come near, sparked to a strange state of semi-life 
  by a sort of sympathetic resonance.  Bones and bits 
  of sand and dirt whirl into small tornados, whipping 
  about randomly.  Under normal conditions, Bone 
  Dancers are relatively harmless, if frightening and 
  unnerving.  However, in Koryth, where bones often 
  lay by the millions open to the air, the Bone Dancers 
  can reach immense size and speed.
  The exact size and speed varies by how many corpses 
  are within a 50 foot radius.  The dancer itself will 
  appear in a random location within that range, and 
  will move at 30 feet per round in a straight line until it 
  has traveled more than 50 feet away from living crea-
  tures, at which point it collapses.  A dancer is basi-
  cally indestructible, although spells and effects which 
  calm wind will stop one, and invisibility to undead 
  will prevent them from becoming active (even though 
  a bone dancer is not properly undead).
  Dancers are not affected by turning attempts, and 
  trying to deal physical damage to one is a lost cause.
  Sprites
  If you were to ask somebody “what is an annoying 
  thing”, the odds are good that they won’t answer 
  ‘sprites’.  But if they did answer ‘sprites’, it’s a 
  perfectly accurate response.   Because holy hell.
  Sprites are minor elemental spirits which accompany 
  extreme weather events.  Although sprites can occur 
  just about anywhere (especially during blizzards, 
  thunderstorms, and the like), the sheer insanity of the 
  conditions in Koryth mean that these little jerks are 
  ubiquitous.
  Sprites revel in causing chaos and spreading bad 
  conditions as far as they can (they find the release 
  of elemental energies to be pleasurable).  The tiny 
  creatures will gather in glimmering clouds, riding on 
  the coattails of storms of all types.  Sprites have basi-
  cally intangible bodies that are completely immune 
  to energy damage, and exist in such large swarms 
  that trying to fight them is pointless.  How they react 
  to other sentient beings varies wildly, and seems to 
  follow no logical pattern.
  Sprites can be kept away by control weather, or any 
  other weather-calming magic or effect.  For purposes 
  of interactions, Sprites are treated as Fey creatures.
  Nas
  An endless plain of tundra and ice, spending time in 
  Nas unprepared will turn you as cold and white as the 
  scenery.  Travelers to Nas are well-advised to know 
  exactly what they are doing and where they are going 
  before braving this frozen wasteland.
  Cerekk Moss
  There isn’t a lot of flora around Nas.  Even during the 
  admittedly brief and cool summer, vegetation doesn’t 
  exactly flourish across the tundra.  This has as much 
  to do with the extreme climate as it involves another, 
  more insidious culprit- the plant known as Cerekk 
  Moss.
  Cerekk Moss, by all appearances, is a moss like any 
  other.  It is a light green color, cool to the touch, and 
  thrives in small patches on soil or even bare rock.  
  However, a telltale method of identifying Cerekk 
  moss is to look around it- if there are no other plants 
  Bone Dancers
  Number 
  Area effected 
  Save DC 
  Damage 
  Chance of 
  of Corpses 
  by Dancer 
  (Reflex) 
  per round 
  appearance
  10 
  5 foot radius 
  12 
  1d2 
  10%
  20 
  5 foot radius 
  14 
  1d4 
  20%
  50 
  10 foot radius 
  16 
  1d8 
  30%
  100+ 
  20 foot radius 
  18 
  1d10 
  50%
  
  Hostile Environment
  Page 7
  growing within a 10 foot radius or so, you have 
  Cerekk Moss on your hands, and you should make an 
  effort to leave the vicinity if possible.
  During the day, Cerekk Moss is photosynthetic, just 
  like most plants.  But in the nighttime, the moss takes 
  on a more sinister quality- it drains life energy from 
  all living things around it, with the exception of other 
  Cerekk Moss.  The Moss thus kills other plants in its 
  immediate vicinity, and in so doing ruins any soil that 
  could be developing in the region.  The presence of 
  Cerekk Moss has prevented the tundra from becoming 
  any more fertile than it already is, by stunting the 
  ecosystem to untenable levels.
  Cerekk Moss can affect animals as well as plants, 
  although plants are in more danger because they can’t 
  leave an area where the moss has settled.  A person 
  who spends the night in the company of Cerekk moss 
  loses a point of constitution, and seems to come down 
  with flu-like symptoms.  There is no saving throw to 
  prevent this ability damage, and it will not recover as 
  long as any trace of the moss still exists on a person’s 
  clothes, skin, or gear.  Bedding down when contami-
  nated by moss will cause further constitution loss, 
  with no readily apparent cause.  It requires a DC 20 
  knowledge: nature check to identify the effects of the 
  moss properly and a DC 21 heal check to properly 
  clean a contaminated object.  Failing this check means 
  the gear cannot be properly cleaned and will have to 
  be destroyed.
  Frostout
  During the winter in Nas, the mountains get cold- 
  probably colder than any other location in all of 
  Exodus.  If a traveler is exceptionally unlucky, he may 
  run afoul of a Frostout.
  Frostouts are rarely documented, due to the fact that 
  they kill most people who experience them.  They 
  only occur during clear nights in the mountains, and 
  have a few telltale signs.  Areas prone to frostouts 
  have glassy-looking snow cover, with small triangular 
  pyramids of ice jutting outward in regular intervals.
  sprites
  % Chance 
  What the Sprites Do 
  Save DC (if applicable), or assorted effect
  5% 
  Attack!! Sprites begin to fly  
  None.  The sprites don’t deal any damage, they’re too 
   
   rapidly about the party in 
  pathetic.  But they do inflict blindness penalties. 
   
   an angry cloud.
  10% 
  Parley!! 
  Diplomacy checks for talking as per any normal encounter 
   
  They speak the various  
  can be made. 
   
  elemental tongues, and have  
   
  the mentality or a gang of  
   
  grade-schoolers.
  15% 
  Harry!!  The sprites have  
  The character cannot sleep (regains no hit points from rest) 
   
  taken an interest in a party 
  due to the constant chatter, and is affected as per  
   
  member, and try and land  
  Glitterdust, due to being covered in Sprites.  They lose  
   
  on him and follow him 
  interest after 1d4 days. 
   
  around. Hilarity ensues.
  20% 
  Storm!!  Oh lucky day! 
  Wind worsens to the next highest speed for 1d4 hours. 
   
  The Sprites call forth  
   
  incredibly horrible weather  
   
  conditions.  You can hear  
   
  them laughing.
  25% 
  Summon!!  Oh No. 
   The Sprites have the ability to call forth elementals by 
  performing an elaborate dance.  The elemental is earth, air, 
  or water, and can be of any size.  This is not treated as a 
  summon; the elemental cannot be dismissed.  It is hostile 
  towards the party.
  25% 
  Ignore!! 
  Lucked out this time, eh?
  
  Hostile Environment
  Page 8
  First, a person’s breath will seem to hang in the air 
  far longer than normal.  Intricate spirals and patterns 
  of frost spread outward like lace, glimmering beneath 
  the aurora.  Second, there is a sensation of heaviness 
  and an almost cottony slowness.  Third, the frostout 
  itself strikes, pulling the moisture from a traveler’s 
  body, which falls away from their form in crum-
  bling sheets of ice.  The damage dealt is sudden, a 
  combination of dehydration, shock, and exposure.  
  Exposure to Frostout requires a DC 21 Fortitude 
  save.  Success indicates that the frostout was mostly 
  resisted, and deals only 4d6 cold damage.  A failure 
  is likely lethal- it still deals 4d6 damage, but this time 
  it is constitution damage- which will almost certainly 
  kill an average human.  Under the conditions where 
  Frostout develops, it is near impossible to protect 
  from it- unless an open flame is carried, which seems 
  to protect from the effect completely.  But as soon as 
  that flame goes out…
  Sametia
  The only constant in Sametia is the constant warmth.  
  All else is open game, a riot of elemental forces which 
  constantly battle for temporary dominance of the 
  skies.  Heavy rainfall or blazing sun shift across the 
  horizon, bringing with them menace and destruction.
  Barbseeds
  There are a great many plants which rely upon hooked 
  seed pods.  These pods will attach themselves to the 
  fur of a passing animal, to later be redeposited when 
  the animal grooms its coat.  Through this method, a 
  plant is able to spread its young far and wide.
  The barbseed follows a similar principle, but is actu-
  ally a parasitic plant.  As opposed to merely attaching 
  itself to a host for transport, the barbseed seeks suste-
  nance, and is designed to work its way towards skin, 
  eventually piercing the surface.  Since a barbseed 
  is small, thin, and coated with an anesthetic, a host 
  will usually not notice their presence until the telltale 
  ‘barbs’ begin to erupt (painfully) from their flesh.
  The Barbseed plant itself bears a succulent yellow 
  fruit, but even touching it will garner a few dozen 
  tiny barbseeds from the fronds surrounding the fruit.  
  Contact with a barbseed plant requires a DC 17 reflex 
  save (rolled in secret).  Failure indicates that 1d10 
  seeds have been planted on the host’s body.
  In 1d4 days, the seeds have germinated, and can be 
  seen, under close inspection, as tiny black bumps on 
  the surface of the skin.  A few hours after this point, 
  the seeds release a highly irritating chemical, designed 
  to cause the host’s body to reject and push the seeds 
  outwards, as well as creating an itching, burning 
  sensation which provokes scratching to help dislodge 
  the sprouted seeds.  During this phase, a DC 12 fort 
  save applies, to completely remove the seeds.  If this 
  save fails, the results are unpleasant.
  Barbseeds which are not removed during the 
  scratching phase do not have the opportunity to plant 
  themselves and return to the soil as regular barb-
  seed plants.  Instead, they follow an alternate growth 
  pattern- spreading outward as a subcutaneous vine.  
  Barbseeds in this state are painless, as they constantly 
  produce anesthetic, but they can be dangerous.  This 
  type of infection is referred to as “Blackvein”, because 
  the plant resembles black veins tracing just beneath 
  the skin.  The plant constantly feeds on the host’s 
  blood, resulting in a permanent -2 penalty to constitu-
  tion until removed (DC 33 heal check).  However, the 
  anesthetic properties of the plant do have their advan-
  tages- pain from any source is lessened, rendering the 
  target immune to pain-based effects- and the mind is 
  protected from fear due to a euphoric reaction- the 
  target is also immune to all fear effects.
  Due to these advantages, some warriors deliberately 
  seek out Barbseed infestation.
  Float Shelf
  The broad swamps and marshes which dominate the 
  lowlands of Sametia are largely inhospitable and 
  difficult to traverse.  Few travelers have any desire to 
  see such places as the Serpent’s Swamp or the Great 
  Sametian Jungle; but if they did, they would likely be 
  surprised by the float shelves.
  Float shelves are actually a variety of different types 
  of mushroom, which resemble circular shelf fungi, or 
  the broad caps of a common toadstool.  They vary in 
  size from a few inches across, to roughly a two foot 
  diameter.  The key difference between a float shelf 
  and a terrestrial mushroom is that they float, bobbing 
  up and down, atop pools of water- with a preference 
  for especially stagnant or unmoving lagoons.  Float 
  shelves may seem an interesting and even picturesque 
  part of the landscape, but nothing could be further 
  from the truth.
  The Floatshelf requires fouled waters to survive, and 
  it is an active hunter; though immobile, it releases 
  clouds of paralytic spores.  The spores are invisible 
  and scentless, yet they certainly make their effects 
  known.  The first symptoms are a numbing of the 
  lips, followed by euphoria, sluggishness, and even-
  
  Hostile Environment
  Page 9
  tual prostration, at which point the effected individual 
  collapses into the water and drowns.  Their body has 
  become another source of nutrients enriching the 
  swamp waters on which the Float Shelves thrive.
  The intensity of the paralytic spores varies by the 
  number of float shelves in an area.
  Save DC (Fort) 
  # of Float shelves within 20 feet
  DC 8 
  1
  DC 10 
  2-5
  DC 14 
  6-10
  DC 22 
  11+
  Float Shelves are sometimes harvested, and wrapped 
  in special gauze which traps the spores.  They are 
  used as recreational narcotics and anesthetics.
  Wyldlands of Bal
  The sprawling, endless jungle is drenched in the heat 
  of the sun.  A realm filled with ancient mystery and 
  dangerous beasts, few people have the strength or 
  will to travel to such a place.  The conditions in such 
  a wild environment are horrific, but the hazards of 
  the Wyldlands merely reflect the harsh reality of the 
  jungle.
  The Madness
  The Madness occurs with no warning, and no apparent 
  cause.  Some people who travel into the depths of 
  the Wyldlands, especially in the region of the Eagle’s 
  Tower, simply seem to snap, becoming feral and 
  crazed.  Men taken by the Madness all present strange 
  physical alterations- swollen hands and feet, a burning 
  temperature, and a powerful magical aura- an aura of 
  necromancy.
  The Madness is the last vestige of a truly ancient 
  animating spell, cast during a battle for control of the 
  Wyldlands.  The spell was intended to call forth the 
  spirits of the dead to aid in a final defense against a 
  vastly superior source, but the magic went askance, 
  forcing mad, dead spirits into the bodies of the living.  
  The result was a spectacular loss of life, as the necro-
  mancer and his allies were overcome by insanity and 
  easily slain by their superior opposition.  To this day, 
  the Madness strikes those of human stock who pass 
  nearby any of the thousands of funeral mounds in the 
  region.  The difficulty of resisting the effects of the 
  madness increases with the purity of a target’s blood-
  line.
  Race 
  Will save DC
  Human 
  DC 20
  Half-human 
  DC 10
  Other humanoid 
  DC 5
  The effects start out mildly enough, with a -2 penalty 
  to all wisdom checks and skill checks.  But within 1d4 
  days, the effected character gradually worsens until 
  the subjects finally snap.  Their wisdom is penalized 
  by -12 (minimum 1), their intelligence by -6 (minimum 
  1), and they become near-blind, raving lunatics, 
  tortured with the memories of the dead spirit which is 
  inhabiting their body.
  During this time, speak with dead can be used to 
  contact the possessing spirit, which has been very 
  useful for those seeking rare arcane or historical lore.  
  It is not unknown for susceptible individuals to be 
  taken to the jungle, in the hopes that they fall prey to 
  the Madness.
  Curing the Madness is simple, dispel evil will force 
  the spirit out.  However, the creature has taken a piece 
  of its host away forever- the previously mad character 
  has taken 2 points of wisdom drain.
  All mechanics on all pages is Open Game Content as 
  defined by the Open Gaming License. See page 7 for 
  more information.
  
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All 
  Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, exten-
  sion, upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, transformed or 
  adapted; (c) “Distribute” means to reproduce, license, rent, lease, 
  sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhance-
  ment over the prior art and any additional content clearly identi-
  fied as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and deriva-
  tive works under copyright law, but specifically excludes Product 
  Identity. (e) “Product Identity” means product and product line 
  names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depic-
  tions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abili-
  ties or effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as Product 
  identity by the owner of the Product Identity, and which specifi-
  cally excludes the Open Game Content; (f) “Trademark” means 
  the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated prod-
  ucts contributed to the Open Game License by the Contributor (g) 
  “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) “You” or “Your” means the licensee in 
  terms of this agreement. 
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content 
  may only be Used under and in terms of this License. You must 
  affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this 
  License. 
  3.Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contrib-
  uting original material as Open Game Content, You represent that 
  Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of 
  the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the 
  title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute. 
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, indepen-
  dent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game 
  Content does not constitute a challenge to the ownership of that 
  Product Identity. The owner of any Product Identity used in Open 
  Game Content shall retain all rights, title and interest in and to that 
  Product Identity. 
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distrib-
  uting are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any autho-
  rized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of 
  this License. 
  10. Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You 
  Distribute. 
  11. Use of Contributor Credits: You may not market or advertise 
  the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected. 
  13. Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce 
  R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  Hostile Environment Copyright 2007, Louis Porter Jr. Design, Inc.
  OPEN GAME LICENSE Version 1.0a 
  
SOURCE: textdata/thevault/NeoExodus/NeoExodus Hostile Environment.pdf