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Hostile Environment 2
LPJ9950
Hostile
Environment 2
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 2
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.
681130759.031.png 681130759.032.png 681130759.033.png 681130759.034.png 681130759.001.png
Hostile Environment 2
Every world has its wilderness. Some are pleasant, or
relatively plain, or wild and free. NeoExodus is none
of those. The terrain is drenched in ancient magic and
chained by spells long forgotten, forever hungering for
the flesh of the weak. A traveler would be foolish to
ignore the wisdom of his peers in dealing with a land
so deadly, so here we have it: an expanded codex of
terrains and an account of the threat each provides.
Because hey -- you never really know what could be
over that next hill.
Condition
Will Save to Prevent
Fatigued
DC 6
Exhausted
DC 10
Asleep
DC 14
The nature of the hallucination is not necessarily
malevolent, so much as bizarre. Although the indi-
vidual features will vary, all visions caused by an
Aether Worm share a single trait – a ghostly knot of
faint bluish light ( the ‘worm’ ) will be present during
the experience. It is usually about the size of a man,
and floats about listlessly.
Aether Worms
With a world so steeped in arcane power, certain
anomalies eventually arise. Their natures vary
according to the nature of the magic which has
produced them – sometimes these little magical weird-
nesses are helpful, and sometimes they destroy. But
then again, sometimes they’re just weird, and that is
certainly the case with the aether worm.
When trying to rest under a hallucination, a person
recovers hit points as normal, but takes 2 points
of wisdom damage. Any intelligence, wisdom, or
charisma damage taken is not restored during a day
in which an individual is affected by a hallucination.
Removing an aether worm is actually much more
simple than one would expect, it can be dispelled as
if it had a caster level of 8. Also, if it can be detected
and targeted, a casting of glitterdust destroys an aether
worm completely, causing it to evaporate into motes
of light.
Although their exact method of ‘birth’ is unknown,
nine out of ten sages agree that they are magical
scraps left over from powerful illusion spells. The
figments created by illusions sometimes gather some
motive force of their own, especially when subjected
to certain types of metamagic.
Amplifiers
In the wastelands, the silence is staggering. Every
heartbeat is a drum, every breath is a shout, every
footstep a crashing horde. Sometimes, this is a
product of one’s perception – the extreme quiet
bends a person’s mind to more acutely hear even the
slightest changes in their surroundings. Other times,
however, this is the product of the Amplifiers.
Extend spell is the main offender, casting any image
spell that has been subjected to extend spell has a
basic 5% chance of creating an aether worm. When
this happens, a worm will follow the caster and his
group around for up to 2d4 days.
It is also possible to attract aether worms. An
exhausted or sleeping group who enters an area which
contains aether worms has a 5% chance per exhausted
or sleeping character present to draw one towards
them. When this occurs, the worm will follow the
group for 2d4 days, as above.
The origins of these strange stones are a mystery,
although their presence has been well-documented
( instances have been recorded of their use as
weapons! ) Outwardly, they are unremarkable. The
amplifiers have a drab, or even boring appearance;
they simply resemble sandstone with thin, bluish
veins running across their surfaces. Each looks like a
small, squat menhir, not more than three feet tall and
two wide. Although they tend to be squarish, they
don’t appear to have been worked or bear the mark
of any tool. All this adds up to a boring chunk of
rock. The effect of an amplifier, however, is nothing
but mundane. These odd stones seem to multiply the
sounds of everything around them, to the point that
a true cacophony can erupt from even the smallest
noise.
They can’t be rightly said to be alive. But the
worms seem to have a type of will – they seek to
be real, to somehow affect the environment, and are
drawn to interact with intelligent life like moths to a
flame. The worms are invisible in their natural form,
although they can be seen with see invisible and true
seeing.
These anomalies can only influence people subcon-
sciously, generally while they are either heavily
fatigued or asleep. Under these conditions, they
can cause intense hallucinations, which will affect
everyone within about a 50 foot radius of the original
caster or person followed.
But is that what’s really happening? Signs point
to no. With the aid of magic which records vibra-
Page 2
Hostile Environment 2
Every world has its wilderness. Some are pleasant, or
relatively plain, or wild and free. NeoExodus is none
of those. The terrain is drenched in ancient magic and
chained by spells long forgotten, forever hungering for
the flesh of the weak. A traveler would be foolish to
ignore the wisdom of his peers in dealing with a land
so deadly, so here we have it: an expanded codex of
terrains and an account of the threat each provides.
Because hey -- you never really know what could be
over that next hill.
Condition
Will Save to Prevent
Fatigued
DC 6
Exhausted
DC 10
Asleep
DC 14
The nature of the hallucination is not necessarily
malevolent, so much as bizarre. Although the indi-
vidual features will vary, all visions caused by an
Aether Worm share a single trait – a ghostly knot of
faint bluish light ( the ‘worm’ ) will be present during
the experience. It is usually about the size of a man,
and floats about listlessly.
Aether Worms
With a world so steeped in arcane power, certain
anomalies eventually arise. Their natures vary
according to the nature of the magic which has
produced them – sometimes these little magical weird-
nesses are helpful, and sometimes they destroy. But
then again, sometimes they’re just weird, and that is
certainly the case with the aether worm.
When trying to rest under a hallucination, a person
recovers hit points as normal, but takes 2 points
of wisdom damage. Any intelligence, wisdom, or
charisma damage taken is not restored during a day
in which an individual is affected by a hallucination.
Removing an aether worm is actually much more
simple than one would expect, it can be dispelled as
if it had a caster level of 8. Also, if it can be detected
and targeted, a casting of glitterdust destroys an aether
worm completely, causing it to evaporate into motes
of light.
Although their exact method of ‘birth’ is unknown,
nine out of ten sages agree that they are magical
scraps left over from powerful illusion spells. The
figments created by illusions sometimes gather some
motive force of their own, especially when subjected
to certain types of metamagic.
Amplifiers
In the wastelands, the silence is staggering. Every
heartbeat is a drum, every breath is a shout, every
footstep a crashing horde. Sometimes, this is a
product of one’s perception – the extreme quiet
bends a person’s mind to more acutely hear even the
slightest changes in their surroundings. Other times,
however, this is the product of the Amplifiers.
Extend spell is the main offender, casting any image
spell that has been subjected to extend spell has a
basic 5% chance of creating an aether worm. When
this happens, a worm will follow the caster and his
group around for up to 2d4 days.
It is also possible to attract aether worms. An
exhausted or sleeping group who enters an area which
contains aether worms has a 5% chance per exhausted
or sleeping character present to draw one towards
them. When this occurs, the worm will follow the
group for 2d4 days, as above.
The origins of these strange stones are a mystery,
although their presence has been well-documented
( instances have been recorded of their use as
weapons! ) Outwardly, they are unremarkable. The
amplifiers have a drab, or even boring appearance;
they simply resemble sandstone with thin, bluish
veins running across their surfaces. Each looks like a
small, squat menhir, not more than three feet tall and
two wide. Although they tend to be squarish, they
don’t appear to have been worked or bear the mark
of any tool. All this adds up to a boring chunk of
rock. The effect of an amplifier, however, is nothing
but mundane. These odd stones seem to multiply the
sounds of everything around them, to the point that
a true cacophony can erupt from even the smallest
noise.
They can’t be rightly said to be alive. But the
worms seem to have a type of will – they seek to
be real, to somehow affect the environment, and are
drawn to interact with intelligent life like moths to a
flame. The worms are invisible in their natural form,
although they can be seen with see invisible and true
seeing.
These anomalies can only influence people subcon-
sciously, generally while they are either heavily
fatigued or asleep. Under these conditions, they
can cause intense hallucinations, which will affect
everyone within about a 50 foot radius of the original
caster or person followed.
But is that what’s really happening? Signs point
to no. With the aid of magic which records vibra-
Page 2
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Hostile Environment 2
tions, it was discovered that the sounds around an
amplifier were actually normal volume. Yet the
perception of these sounds was that they were deaf-
ening - this points to a potent enchantment or mind
affecting power. Attempts to replicate the effect with
magic have been unsuccessful, and as the stones do
not detect as magical, it seems certain that they are
natural.
spiked parapets, and some of the most broken and
dangerous terrain on the planet. Of course not! The
sorcerors simply had to be sure that their defenses
were, well, frightening.
Eventually one archmage or another came upon the
idea of the ash stones. The premise is remarkably
simple. Traditionally, if you have problems with
enemies scaling your walls, you drop boiling oil on
them to burn them off. This tried and true method of
killing annoying invaders has proven quite effective
over the years.
The exact effect of an amplifier varies by the type of
sound a person is experiencing, the number of ampli-
fiers is irrelevant. Consult the following chart to
determine the effects of various noises and spells on
the amplifiers.
Well, the sorceror kings cut out all that labor-inten-
sive oil-boiling, and instead developed walls which
could wreath themselves in magical flame when a
person ( soldier, harmless peasant, nun, whatever )
came within a certain distance of them. Not only did
they achieve their goal of a frightening defense, but in
practice it also looked really cool. Seems simple, on
hindsight.
Sound or stimulus: Small noise ( like soft breathing,
dripping water )
Effect: Distracted, characters take a -1 penalty on all
rolls.
Save DC: Will save to avoid penalty: DC 10
Sound or stimulus: Moderate noise ( regular speech,
brisk wind, pouring water )
Effect: Distracted, characters take a -2 penalty on all
rolls
Save DC: Will save ( DC 12 )
And you know what, it worked. Quite well, in
fact; no armies ever managed to scale even a single
fortress controlled by the sorceror kings. None of
them needed to, because simple destructive magic
made striking down defensive structures quite easy,
even from a distance. And who really needs to scale
a wall, if your troops can fly? After a reasonably
disastrous series of battles, the sorceror kings were
nearly completely destroyed, and their fortresses lay
in ruined heaps scattered across the mountain passes
which they once commanded. Nothing besides
remained.
Sound or stimulus: Loud Noise ( shouting, running
footsteps, raging river )
Effect: Stunned ( as per the condition )
Save DC: Will save ( DC 15 )
Sound or stimulus: Character under a Silence spell
Effect: Stops outside sounds, but causes the wearer’s
thoughts to increase in volume, which results in
shaken status
Save DC: Will save ( DC 18 )
Well, nothing except for the burning enchantment on
what was left of the walls, really little more than black
blocks of basalt blown across the floors of valleys,
scattered by meteor swarms or even move earth.
Sound or stimulus: Casting any sonic damaging spell
Effect: Increases the damage of such a spell by +2 per
die
Save DC: Will Save. It increases the save DCs of
such spells by 3
So what has become of these stones? Many are well-
known to travelers, who know that by staying at a
certain distance, they have an instant campfire. Some
serve as basking rocks for mountain salamanders. The
unaware can still be burnt, of course, but few people
traveling in the region would not spend the time to
scope it out ahead of time ( DC 13 gather information
check ponies up the info ). Of course, since adven-
turers like to adventure, and ‘adventure’ and ‘plan
ahead’ can be almost opposite sometimes, here’s a
damage table to determine how badly the party got
torched by getting close to that rock. Note that the
stone activates 1d4 rounds after a person comes within
15 feet of them; this delay was deliberate on the part
Sound or stimulus: Ventriloquism
Effect: A character who has cast a ventriloquism spell
is immune to the effects of the amplifiers
Save DC: NA
The Ash Stones
The old fortresses of the sorceror kings were a sight
to see. They were not content with an almost impreg-
nable defense consisting of towering basalt walls,
Page 3
Hostile Environment 2
tions, it was discovered that the sounds around an
amplifier were actually normal volume. Yet the
perception of these sounds was that they were deaf-
ening - this points to a potent enchantment or mind
affecting power. Attempts to replicate the effect with
magic have been unsuccessful, and as the stones do
not detect as magical, it seems certain that they are
natural.
spiked parapets, and some of the most broken and
dangerous terrain on the planet. Of course not! The
sorcerors simply had to be sure that their defenses
were, well, frightening.
Eventually one archmage or another came upon the
idea of the ash stones. The premise is remarkably
simple. Traditionally, if you have problems with
enemies scaling your walls, you drop boiling oil on
them to burn them off. This tried and true method of
killing annoying invaders has proven quite effective
over the years.
The exact effect of an amplifier varies by the type of
sound a person is experiencing, the number of ampli-
fiers is irrelevant. Consult the following chart to
determine the effects of various noises and spells on
the amplifiers.
Well, the sorceror kings cut out all that labor-inten-
sive oil-boiling, and instead developed walls which
could wreath themselves in magical flame when a
person ( soldier, harmless peasant, nun, whatever )
came within a certain distance of them. Not only did
they achieve their goal of a frightening defense, but in
practice it also looked really cool. Seems simple, on
hindsight.
Sound or stimulus: Small noise ( like soft breathing,
dripping water )
Effect: Distracted, characters take a -1 penalty on all
rolls.
Save DC: Will save to avoid penalty: DC 10
Sound or stimulus: Moderate noise ( regular speech,
brisk wind, pouring water )
Effect: Distracted, characters take a -2 penalty on all
rolls
Save DC: Will save ( DC 12 )
And you know what, it worked. Quite well, in
fact; no armies ever managed to scale even a single
fortress controlled by the sorceror kings. None of
them needed to, because simple destructive magic
made striking down defensive structures quite easy,
even from a distance. And who really needs to scale
a wall, if your troops can fly? After a reasonably
disastrous series of battles, the sorceror kings were
nearly completely destroyed, and their fortresses lay
in ruined heaps scattered across the mountain passes
which they once commanded. Nothing besides
remained.
Sound or stimulus: Loud Noise ( shouting, running
footsteps, raging river )
Effect: Stunned ( as per the condition )
Save DC: Will save ( DC 15 )
Sound or stimulus: Character under a Silence spell
Effect: Stops outside sounds, but causes the wearer’s
thoughts to increase in volume, which results in
shaken status
Save DC: Will save ( DC 18 )
Well, nothing except for the burning enchantment on
what was left of the walls, really little more than black
blocks of basalt blown across the floors of valleys,
scattered by meteor swarms or even move earth.
Sound or stimulus: Casting any sonic damaging spell
Effect: Increases the damage of such a spell by +2 per
die
Save DC: Will Save. It increases the save DCs of
such spells by 3
So what has become of these stones? Many are well-
known to travelers, who know that by staying at a
certain distance, they have an instant campfire. Some
serve as basking rocks for mountain salamanders. The
unaware can still be burnt, of course, but few people
traveling in the region would not spend the time to
scope it out ahead of time ( DC 13 gather information
check ponies up the info ). Of course, since adven-
turers like to adventure, and ‘adventure’ and ‘plan
ahead’ can be almost opposite sometimes, here’s a
damage table to determine how badly the party got
torched by getting close to that rock. Note that the
stone activates 1d4 rounds after a person comes within
15 feet of them; this delay was deliberate on the part
Sound or stimulus: Ventriloquism
Effect: A character who has cast a ventriloquism spell
is immune to the effects of the amplifiers
Save DC: NA
The Ash Stones
The old fortresses of the sorceror kings were a sight
to see. They were not content with an almost impreg-
nable defense consisting of towering basalt walls,
Page 3
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Hostile Environment 2
Ash Stone
Distance to Burning stone Save DC (reflex)
Damage
15 – 11 feet
10
2d6
10- 6 feet
14
3d6
5- 1 feet
18
4d6
Physically touching
20
8d6
of the sorceror kings in an attempt to catch opponents
unaware.
provide small targets and are easily replaced. This is
seldom the case for some poor adventurer who needed
to take a shortcut through the wastes; he is going to
be exposed, and it may cost him his life. Consult the
following table to determine the effects of exposure.
Burning Rain
Wastelands don’t just come from nowhere. Life
has this strange habit of being able to survive under
almost any conditions, so when you come across a
true wasteland, you know something is really amiss.
In the case of the Burning Rain, it isn’t that there is
no life present, although it certainly appears that way.
Rather, it’s that the life that is present overpowers
everything else, leaving behind fields of bone and
ragged brush.
Exposure time: Less than 10 minutes
Save DC: Fortitude DC 9
Effect: Minor rash which resembles a web-like array
of red stripes. Causes an exposed character to become
sickened for 1d4 days.
Exposure time: 11 minutes to half an hour
Save DC: Fortitude DC 13
Effect: Skin blistering which causes pain, and inflicts
2d4 con damage.
The areas where Burning Rain is present are fairly
remote to say the least, but it isn’t exactly difficult to
recognize its presence. A simple DC 10 knowledge:
nature check will draw attention to the leaden cast of
the skies and the way shadows seem to crawl under
the surface of the clouds, writhing about like eels
through clouded milk. This haze is actually a swarm
of billions of tiny creatures, miniscule insects which
are so light and airy that they can live their entire lives
on the droplets of water vapor in cloud formations.
This wouldn’t be a problem, save that their larvae are
a hazard. Well, more than a hazard; they’re deadly.
Exposure time: Half an hour to a full hour
Save DC: Fortitude DC 18
Effect: Severe skin damage, internal damage. Inflicts
2d8 con damage, which will not recover without the
aid of magical healing.
Exposure time: A full hour or more
Save DC: Fortitude DC 24
Effect: Skin and muscle erosion causes 4d8 con
damage, very likely killing the poor person who
stayed out in the rain. Will not heal without the aid of
magical healing.
The insects lay their egg clusters in the tiny water
droplets, each of which is only the size of a speck of
dust. Several can exist in a single drop of rain. The
first thing a person will notice about the burning rain
is the smell: the insect larvae release a type of bitter
musk which is intended to protect them from preda-
tors. The end result is a wave of a sour, lime-like
smell just before the rain starts. If you’re lucky, this
is enough time for you to take cover, because being
out in the burning rain is hell.
Thankfully, there are a few ways to protect yourself
from these creatures, as shown below.
Natural armor: +1 bonus to Fortitude save per point
of natural armor
Took cover ( not complete shelter, but a lean-to or
other such a structure ): +3
Under the effect of repel vermin, antilife shell,
repulsion, or similar magic: Effect negated
completely.
The little larvae burrow into living matter that they
come into contact with, whether it is human, animal,
or plant. Most of the vegetation in the region has long
since adapted to be able to survive this onslaught; the
brush has developed heavy bark and tiny leaves which
Cordel Smog Vents
Volcanic areas can pose a lot of problems to the trav-
eling man. Although generally any place where fire
Page 4
Hostile Environment 2
of the sorceror kings in an attempt to catch opponents
unaware.
provide small targets and are easily replaced. This is
seldom the case for some poor adventurer who needed
to take a shortcut through the wastes; he is going to
be exposed, and it may cost him his life. Consult the
following table to determine the effects of exposure.
Burning Rain
Wastelands don’t just come from nowhere. Life
has this strange habit of being able to survive under
almost any conditions, so when you come across a
true wasteland, you know something is really amiss.
In the case of the Burning Rain, it isn’t that there is
no life present, although it certainly appears that way.
Rather, it’s that the life that is present overpowers
everything else, leaving behind fields of bone and
ragged brush.
Exposure time: Less than 10 minutes
Save DC: Fortitude DC 9
Effect: Minor rash which resembles a web-like array
of red stripes. Causes an exposed character to become
sickened for 1d4 days.
Exposure time: 11 minutes to half an hour
Save DC: Fortitude DC 13
Effect: Skin blistering which causes pain, and inflicts
2d4 con damage.
The areas where Burning Rain is present are fairly
remote to say the least, but it isn’t exactly difficult to
recognize its presence. A simple DC 10 knowledge:
nature check will draw attention to the leaden cast of
the skies and the way shadows seem to crawl under
the surface of the clouds, writhing about like eels
through clouded milk. This haze is actually a swarm
of billions of tiny creatures, miniscule insects which
are so light and airy that they can live their entire lives
on the droplets of water vapor in cloud formations.
This wouldn’t be a problem, save that their larvae are
a hazard. Well, more than a hazard; they’re deadly.
Exposure time: Half an hour to a full hour
Save DC: Fortitude DC 18
Effect: Severe skin damage, internal damage. Inflicts
2d8 con damage, which will not recover without the
aid of magical healing.
Exposure time: A full hour or more
Save DC: Fortitude DC 24
Effect: Skin and muscle erosion causes 4d8 con
damage, very likely killing the poor person who
stayed out in the rain. Will not heal without the aid of
magical healing.
The insects lay their egg clusters in the tiny water
droplets, each of which is only the size of a speck of
dust. Several can exist in a single drop of rain. The
first thing a person will notice about the burning rain
is the smell: the insect larvae release a type of bitter
musk which is intended to protect them from preda-
tors. The end result is a wave of a sour, lime-like
smell just before the rain starts. If you’re lucky, this
is enough time for you to take cover, because being
out in the burning rain is hell.
Thankfully, there are a few ways to protect yourself
from these creatures, as shown below.
Natural armor: +1 bonus to Fortitude save per point
of natural armor
Took cover ( not complete shelter, but a lean-to or
other such a structure ): +3
Under the effect of repel vermin, antilife shell,
repulsion, or similar magic: Effect negated
completely.
The little larvae burrow into living matter that they
come into contact with, whether it is human, animal,
or plant. Most of the vegetation in the region has long
since adapted to be able to survive this onslaught; the
brush has developed heavy bark and tiny leaves which
Cordel Smog Vents
Volcanic areas can pose a lot of problems to the trav-
eling man. Although generally any place where fire
Page 4
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Hostile Environment 2
Cordel Smog Vents
Gas color Save DC ( Fortitude ) Effect
Red
18
Fear ( as the spell )
Yellow
22
Hideous Laughter ( as the spell )
Blue
21
Paralysis ( as the ‘hold’ spells )
Green
24
Intense euphoria and 1d6 wisdom damage.
Orange
14
Confusion ( as the spell )
Indigo
15
Smells like lavender, and heals 1d6 hit points per minute
of exposure.
shoots out of the ground is bound to be unpleasant,
certain areas are especially nasty, and it isn’t always
the flashy, burning things that get you. Sometimes the
causes are a little more insidious.
Note: When near the gas, there is a 25% chance
each hour of encountering any plant-based creatures
looking for a meal.
Enter the smog vents. Certain combinations of gasses
released through volcanic activity, when mixed with
chemicals in the soil, air, or surrounding waters, can
produce a devastating cocktail of smog. The most
dangerous types are the smogs that seem bearable or
even pleasant, provoking people to continue through
an area because they believe that they can handle
it. Adventurous, perhaps, but also a little bit idiotic,
given that most people who do head into the clouds
wind up unconscious or delirious within minutes.
Crysallins
Centuries ago, a rather novel method to deal with
opposing summons was developed. At the time, many
battles were fought entirely with magically summoned
beasts from different planes, as kingdoms were loathe
to lose their own people in fighting. This type of
warfare by proxy quickly became a liability after the
development of the Crysallin, many of which can still
be found littering ancient battlefields.
The most dangerous smog vents are those which occur
naturally around the more rugged areas of Cordel, in
deep, often unexplored volcanic valleys. These vents
emit a curious gas, and several interesting opportu-
nistic species have grown in the area to feed from
those who have succumbed.
Although it is possible to dismiss summoned enti-
ties, this requires time and effort applied to each
spell, which makes dealing with huge swarms of
foes problematic. But as it turned out, it took very
little effort to entrap the energies which allowed the
beings to travel to this world. This had the result of
essentially placing a summon’s corporeal form into
a type of stasis. The method for achieving this was
a very powerful and complicated spell, but its area
of effect could be measured in miles. It wiped out
entire armies in one fell swoop, leaving the Crysallins
behind.
The smog vents produce a variety of differently
colored gasses ( all the colors of the rainbow! ) which
can actually produce intense euphoria and a loss of
inhibition, and these are the perfect conditions for
various predators seeking an easy meal ( including
such party favorites as the shambling mound and
the otyugh, both of whom are immune to the gasses’
effects ). These creatures are quick to take advan-
tage of any prey who is weakened by exposure to
the fumes. Consult the table below to determine the
effects of gas exposure. Note that a save must be
made for every minute to avoid the effect.
So what are the Crysallins? They resemble small
glass spheres, like marbles or baubles, each of which
is clear but usually tinted a light color. A Crysallin
is warm to the touch, and detects as abjuration magic
if checked for. The can be found in the thousands on
old plains of conflict, and are frequently dug up as
empty fields are turned back to farming. Due to this
recent development, there has be a problem.
The type of gas being ejected changes every 2d4
minutes. The effects of a gas wear off after a person
has left the vicinity of that particular gas, although the
wisdom damage from the green gas persists like any
other ability damage.
The Crysallins, though impregnable from within,
can be easily shattered from outside. Obviously this
releases the creature it had entrapped. The creators
of the crysallins were well aware of this fact, and
Page 5
Hostile Environment 2
shoots out of the ground is bound to be unpleasant,
certain areas are especially nasty, and it isn’t always
the flashy, burning things that get you. Sometimes the
causes are a little more insidious.
Note: When near the gas, there is a 25% chance
each hour of encountering any plant-based creatures
looking for a meal.
Crysallins
Centuries ago, a rather novel method to deal with
opposing summons was developed. At the time, many
battles were fought entirely with magically summoned
beasts from different planes, as kingdoms were loathe
to lose their own people in fighting. This type of
warfare by proxy quickly became a liability after the
development of the Crysallin, many of which can still
be found littering ancient battlefields.
Enter the smog vents. Certain combinations of gasses
released through volcanic activity, when mixed with
chemicals in the soil, air, or surrounding waters, can
produce a devastating cocktail of smog. The most
dangerous types are the smogs that seem bearable or
even pleasant, provoking people to continue through
an area because they believe that they can handle
it. Adventurous, perhaps, but also a little bit idiotic,
given that most people who do head into the clouds
wind up unconscious or delirious within minutes.
Although it is possible to dismiss summoned enti-
ties, this requires time and effort applied to each
spell, which makes dealing with huge swarms of
foes problematic. But as it turned out, it took very
little effort to entrap the energies which allowed the
beings to travel to this world. This had the result of
essentially placing a summon’s corporeal form into
a type of stasis. The method for achieving this was
a very powerful and complicated spell, but its area
of effect could be measured in miles. It wiped out
entire armies in one fell swoop, leaving the Crysallins
behind.
The most dangerous smog vents are those which occur
naturally around the more rugged areas of Cordel, in
deep, often unexplored volcanic valleys. These vents
emit a curious gas, and several interesting opportu-
nistic species have grown in the area to feed from
those who have succumbed.
The smog vents produce a variety of differently
colored gasses ( all the colors of the rainbow! ) which
can actually produce intense euphoria and a loss of
inhibition, and these are the perfect conditions for
various predators seeking an easy meal ( including
such party favorites as the shambling mound and
the otyugh, both of whom are immune to the gasses’
effects ). These creatures are quick to take advan-
tage of any prey who is weakened by exposure to
the fumes. Consult the table below to determine the
effects of gas exposure. Note that a save must be
made for every minute to avoid the effect.
So what are the Crysallins? They resemble small
glass spheres, like marbles or baubles, each of which
is clear but usually tinted a light color. A Crysallin
is warm to the touch, and detects as abjuration magic
if checked for. The can be found in the thousands on
old plains of conflict, and are frequently dug up as
empty fields are turned back to farming. Due to this
recent development, there has be a problem.
The type of gas being ejected changes every 2d4
minutes. The effects of a gas wear off after a person
has left the vicinity of that particular gas, although the
wisdom damage from the green gas persists like any
other ability damage.
The Crysallins, though impregnable from within,
can be easily shattered from outside. Obviously this
releases the creature it had entrapped. The creators
of the crysallins were well aware of this fact, and
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