By Wm. L. Hahn
Illustrated by Matt Wilson
Biyll is a mixed coniferous-deciduous forest, with trees that appear very old and unusually gnarled. A small river winds through the center of the area, in roughly the same direction that the party is moving; it is fordable in many places, but the terrain is no better there than elsewhere. There is little brush or scrub undergrowth in the forest, and new saplings appear doomed from the outset. The varieties here grow very quickly, however; if an older tree does perish (actually fairly frequent), a replacement quickly fills the gap. Many varieties have extensive root systems, and they are more hostile than their parent plant. Anytime the party stops to rest for more than half an hour, there is a 1 in 6 chance that Vampiric Roots will "awaken" and assail them. The attack will begin under random party members within a 10-30 foot area. Roots wrap around feet and legs within just one combat round, and require rolls against strength or a solid blow from a melee weapon to break. Half the damage from any blow will wound the enwrapped victim. Sleeping or helpless characters are quietly punctured and drained of blood completely; night sentries must beware, or they will lose a companion! Trees that bear Vampiric Roots can be recognized by naturalists and outdoorsmen, but these roots are largely untraceable and often surface a hundred feet from the trunk; if a skilled PC keeps a lookout, he or she, will reduce the chance of being ambushed to a roll of 2 on two six-sided dice. Movement and Dust The ground underfoot is always soft and moist, often muddy and lichen-filled. The action of several people walking through this terrain raises a low cloud of spore,dust which clings wetly to boots, pants and arms, forming a latticework of mossy trails on clothing and skin. This dross is easily brushed off, but reforms constantly. The Spike Wolves will notice the odor of this moss-dust, attacking anyone not covered with it in preference to others. In combat, the condition of the ground will preclude full movement, subtracting 1 to 3 from the party's movement at the GM's discretion unless they have taken precautions to find or camp on dry patches. In places, the wet. ness coalesces into swamp holes, between three and twenty feet in diameter, where water over man height has pooled in a muddy pocket; these can be spotted on a normal roll to see hidden things, but in combat, characters moving into new areas must roll against a significant penalty. Taste Almost every form of life in Biyll is inimical to human consumption; woodsmen can detect this normally. Forlorn Hares (the sole exception) are completely nutritious. Any other animal or vegetable matter consumed will cause a penalized health check; those who pass will lose strength, take damage, and vomit, while those who fail will suffer double the previ. ous damage and be rendered incapable of moving or fighting for 1 to 16 hours (varying with their health). There are no pools of pure water, and even boiling will not rid standing water, of acid content; those who drink it will become ill for at least an hour even if they pass their check, and if failing, the unfortunate imbiber will lose I point of strength in addition, for an hour or two. The river water is relatively clear and, if thoroughly boiled, will cause no ill effects. Smell The forest always seems to exude foul miasmas of stench, emanating from the swamp holes and moving slowly on mild breezes in random directions. The moss and trees add to the general odor of decay and rot, even in places where the trees grow vigorously. In many places, large areas of treefall pile up to heights of over 30 feet; the trunks rot and do not petrify. Sound and Touch The tree branches and their thick wet leaves make no sound, and aside from the slopping and slipping the party makes as it moves, there is little noise of any kind normally. The howl of pursuing or hunting Spike Wolves can be heard at over a mile, and the chitter of aroused Vitrsects will seem relatively loud anywhere within 300 feet of their hives or tree-hatches. Other wildlife is nearly non-existent and mute by nature. Rain is very frequent, with a 2 in 6 chance of some precipitation day or night. Lighting fires is quite difficult in Biyll, even for woodsmen. Temperatures are temperate, but seem lower due to the humidity, darkness and general gloom, seemingly near freezing. In fact, there is seldom snow even in winter, as the acids in the water pools allow temperatures as low as 20 degrees F without freezing. Vision The light in Biyll never gets really clear or sharp, even on sunny days; the plant life and humidity throw up a low-lying fog cloud above the trees, and it can be seen rising in the morning and descending at twilight. Very often, overhanging branches give a sense of being indoors, as if in a soggy dungeon with dirt floors. Trees, leaves, moss and ground cover vary little in color, from dark browns to chalky grays and grainy black. The moss, dust that gathers on the body is pale grey-yellow at first, darkening as it gets thicker. Many varieties of snake slither among branches which are almost their color, and similarly slate-colored slugs and other harmless (but inedible) grubs are found under any rock hang or fallen branch. More The Dread Forest Biyll Back to Shadis #22 Table of Contents Back to Shadis List of Issues Back to MagWeb Master List of Magazines © Copyright 1995 by Alderac Entertainment Group This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |