Jungle Travel in Taisha

"Where Everything is Trying to Kill You"

Abstract

Traveling through The Nyssan Jungle is not a task for the fainthearted. Or, necessarily, the sane. If one has the choice of whether or not to go to the territory of the Ichik'i, one should always choose to avoid it. At least, according to the famous publication called Professor Nafezz's Taishan Travel Guide.

The yuan-ti are so ravenous as to be positively cannabalistic, and the Lizardfolk see warm blooded creatures as provender.
-Professor Nafezz's Taishan Travel Guide

Prudence dictates bringing some form of insect repellent, even though that will not affect the leeches; be very careful about the Yggdrid Leeches. Called "mage rippers" in the local parlance, Yggdrid leeches can really mess up a traveler's plans.

Keeping to the relatively dry tussocks and hummocks works well enough, if one is indeed determined to travel through the Nyssan Jungle. The local Lizardfolk, who call themselves the Ichik'i, tend to travel these game paths to avoid the leeches as well, and cast logs astride narrow gaps between swampy islands. They have even built bridges in some areas, especially near temples or around popular hunting areas. Mammals should, once again, exersize caution around the Ichik'i, who will see them as food first, and people second, unless some type of communication is established. They are reasonable persons, once the food barrier has been overcome.

Often while traveling these climes, one will come across idols, totems, or other iconography throughout the Nyssan jungle. It is here that one should pause, give thanks for what they have, and offer some small offering to "the spirit of the swamp", or "the swamp mother", Nyssa the Green. There will be piles of copper coins that glimmer with the occasional silvery glint at the foot of every one of these. The Ichik'i carry these totems specifically to honor these Nyssan Idols, carrying them on bracelets and breaking them off to leave at these holy sites as necessary. Do not be surprised to see mammalian bones offered up as sacrifices at especially sacred sites; food is considered to be an honorable gift.

Stealing from these piles of offerings is a sure-fire way to earn enmity with the Ichik'i.


 

Mechanics

Movement

As a general rule, movement is severely impacted while traveling through the swamp. Needing to carefully place each step is a speedy path to exhaustion, and can lead to missed opportunities and overlooked threats.

Movement Table

Visibility & Light Levels

The light under the canopy is dim even during the day. Heavy rain reduces visibility even further, often to no more than sixty feet. Night travel in the jungle is effectively magical darkness for navigation purposes (raising the Navigation DC to 20).

Navigation

Each day of travel through the ever-changing swamps brings with it a few chances to get lost. When lost, the characters veer off the path and lose 1d6 miles of progress.

Twice each day, roll for the weather and terrain, then have the lead character make a Navigation check. If the weather is normal and the terrain is passable, the DC is 10. If one or the other is bad, the DC goes up to 12. If both are bad, the DC goes up to 15.

Weather Table
Terrain Table

Daily Jungle Hazards

Roll 1d8 per day to determine what type of Hazards the party encounters.

Hazard table

Heat, Humidity, and Exhaustion

In the Nyssan Jungle, heat exhaustion is a constant threat. If traveling more than 8 hours, each character makes a DC12 Constitution Saving Throw. If the character is wearing medium or heavy armor, or is Encumbered, the save is made at Disadvantage. Each failure equates to one level of Exhaustion.

Jungle Travel Events

If flavor or a new direction is ever desired, try one of these non-critical options:

Travel Events Table

Foraging and Survival

Broken into three main categories, daily sustenance and survival is a challenge in the jungle.
  • Finding Food and Water
  • It is a DC13 Survival check to forage basic food (fruits, roots, insects).
  • It is a DC15 Survival check to find drinkable water not contaminated by jungle mold.
  • The DC rises to 17 if its the dry season.
  • Resource Yield
  • Success yields 1d6 rations per forager.
  • Failure results in tainted food, forcing a DC 10 Constitution Saving Throw. Failure results in stomach sickness; no travel penalty but disadvantage on Perception for the day.
  • Finding Safe Campsites.
  • Requires a DC 14 Survival Check
  • Boon for success: Advantage to night watch Perception; no random night encounters.
  • Failure: increased insect trouble, fog, or nocturnal predators.


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