Do folks have thoughts for location moves for a blighted jungle corrupted by necromantic magic?

Do folks have thoughts for location moves for a blighted jungle corrupted by necromantic magic?

Do folks have thoughts for location moves for a blighted jungle corrupted by necromantic magic? I’ve already introduced some necromantic constructs- basically tarry male orangutans with skeletal legs which drop from the trees to slam and bite, and a massive globular creature stitched out of dozens of human skins. Help me make our next session play ‘escape horror’?

8 thoughts on “Do folks have thoughts for location moves for a blighted jungle corrupted by necromantic magic?”

  1. Joshua Faller Definitely undead plants, as Palin Majere wrote. You could adapt the Assassin Vine from the Slave Pits of Drahzu (http://img.4plebs.org/boards/tg/image/1394/12/1394129397859.pdf) and add on a rotting disease/poison aspect. 

    SWARMS! I have severely underused (read: not done it all) swarms. Huge zombie mosquitos, for example. You could set them up for it. There’s a few here and there but the first person to swat one triggers an angry swarm to attack the party.

  2. When you trudge through the heat & underbrush of the Blighted Jungle… roll+CON on a 10+ It’s bearable, mostly.

    On a 7-9 pick one:

    The effort saps your strength, weakened until you Make Camp.

    The heat slows you down, you take longer to get where you are going.

    It’s a constant barrage of stinging insects, leeches and falling down. You are scraped and bruised for 1d4 (ignores armor)

    -edit added to 7-9 options:

    You’ll need a machete, spend one Adventuring Gear.

  3. Thanks! That’s a great start. Em0- I’ve already suggested that the tar/necrotic ectoplasm begins to rebuild the constructs soon after they are KO’d- one clever character realized the bodies could be burned, but where to find dry wood?

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