As told by Stumpy MacGee, part naturalist, part cranky tree
man. Keep your filters on and your boots off the ooze. — S.M.
The Maw is not just a wound in the land — it’s a new kind
of wild. Boreal forest, industrial ruin, and living tar have braided together
into an ecosystem that breathes black smoke, glows at night, and occasionally
sings in a language that will take your teeth. Rivers here run dark and heavy;
trees bloom crystal; mosses dream of smoke. Life didn’t merely survive the
Hodgepocalypse — it learned to make money off it. For folk of Fort Mac, the
Maw is equal parts providence and predator: it feeds the town, but it will
eat an unwary body for dinner if you set your beer down for too long.
Hazards
Toxic Air
Stumpy says:
“Take a deep breath in the Maw and you’ll be coughing up licorice-colored goo
‘fore you finish swearing. Locals don’t call it fresh air — they call it lung
paint.”
The Maw is wrapped in a constant haze of acrid smoke,
where every breath tastes of burning plastic and scorched chemicals. The fumes
settle into the lungs like molten tar, scarring breathways and rotting from
within. Camps depend on filters, charms, or crude masks, and wranglers say you
can always spot a newcomer by how quickly they start coughing black phlegm. To
linger without protection is to gamble with your life — and the Maw always
wins.
Mechanics:
·
Exposure: After 1 hour of
breathing the air without a proper respirator, magical protection (e.g.,
Protection from Poison), or equivalent filtration, a creature must succeed
on a DC 13 Constitution saving throw or gain one level of Exhaustion.
·
Escalation: If a creature already has one
or more levels of Exhaustion, failure instead inflicts 1d10 poison damage
as lungs burn with chemical fire.
·
Immunity/Resistance: Creatures immune to
poison damage or that do not breathe (constructs, undead, certain elementals)
are unaffected.
·
Filters: A respirator or magical charm
prevents all effects, but filters clog quickly — typically lasting 8 hours
before needing replacement.
Runaway Fires
Stumpy says:
“Don’t trust a little campfire here — this land’ll snatch the flame and run
with it like a drunk thief in the market. Next thing you know, you’re roastin’
whether you wanted supper or not.”
In the Maw, fire is never far away. Beneath the muskeg,
peat smolders endlessly, while petrochemical vapors seep invisibly from tar
pits and ooze lakes. All it takes is a stray lantern, a spark from steel, or
lightning from a bitumen storm, and the land erupts in an inferno. These
firestorms roar across the valley with unnatural speed, consuming camps,
machinery, and entire ooze herds overnight. Survivors speak of waking to walls
of flame and black smoke moving like predators, the air itself turning against
them. Wranglers treat every fire with dread — for in the Maw, fire is not
just destruction, it is hunger made visible.
Mechanics:
·
Ignition Chance: Whenever fire (mundane
or magical) is used in the Maw, there is a 10% chance per hour (GM’s
discretion, higher in muskeg or near vapors) that a runaway fire ignites.
·
Spread: Once triggered, the fire expands
in 30-foot-radius bursts each round, consuming terrain, destroying
flammables, and heavily obscuring the area with smoke.
·
Damage: Any creature caught in the fire
takes 4d6 fire damage per round and must succeed on a DC 15
Constitution saving throw or gain 1 level of Exhaustion from smoke
inhalation.
·
Escape: A runaway fire typically lasts 2d6
hours before burning out, but it can shift unpredictably with the wind (GM
may roll for random direction each hour).
·
Magic Interaction: Spells like Gust of
Wind, Control Flames, or Wall of Water can redirect or slow
the spread. Casting fire magic in vapor-rich zones doubles the chance of
ignition.
Unstable Terraces
Stumpy says:
“See them stairs down into the pit? They ain’t stairs, they’re a deathtrap
holdin’ hands. One good shake and the whole place’ll drop you faster than last
year’s union contract.”
The Maw is carved into the land like a staircase to
nowhere, its walls a patchwork of crumbling earth, slag, and ooze-slick stone.
These terraces shift constantly under the weight of Ol’ Scoopy’s endless
digging and the oozes’ slow erosion. Whole sections collapse without warning,
sending avalanches of rubble and tar cascading into the pit. Camps tell stories
of herds swallowed in seconds, wranglers buried alive, and scavenger rigs
vanishing into black muck. Every descent into the Maw is a gamble, for even
the ground itself refuses to stay still.
Mechanics:
·
Collapse Chance: When creatures travel
along the walls of the Maw, there is a 1-in-6 chance per hour (GM’s
discretion, increased after storms, tremors, or nearby ooze activity) that a
terrace collapses.
·
Warning: Characters actively scouting may
attempt a DC 15 Wisdom (Perception) or DC 15 Intelligence (Investigation) check
to notice cracks, shifting stone, or ooze seepage before collapse. Success
gives 1 round of warning.
·
Effect: A collapsing terrace creates a
60-foot-long, 20-foot-wide avalanche of rubble and ooze. All creatures in the
area must succeed on a DC 16 Dexterity saving throw or take 6d6 bludgeoning
damage + 3d6 acid damage, be restrained, and buried under debris. On success,
they take half damage and are pushed to stable ground.
·
Escape: Buried creatures must succeed on
a DC 18 Strength (Athletics) check to free themselves, or allies may dig them
out with an action and proper tools. Without aid, suffocation rules apply.
·
Magic Interaction: Spells like Mold
Earth, Move Earth, or Wall of Stone can stabilize or redirect collapse zones,
while tremor-causing magic (like Earthquake) greatly increases the collapse
chance.
Weird Weather
Stumpy says:
“Folks keep askin’ me, what’s worse in the Maw — the critters, the oozes, or
the ground fallin’ out from under ya? Truth is, it’s the sky. Summer tries to
choke ya, winter tries to freeze ya solid, and the in-betweens’ll pelt ya with
plastic snow or set the air on fire just to keep things interestin’. Out here,
even the weather’s got murder on its mind.”
Weather in the Maw is as hostile as the land itself, a
toxic brew of northern Alberta’s harsh climate and the magical corruption of
the Hodgepocalypse. Summers choke with smoldering haze and petrochemical
storms, while winters plunge the valley into frozen darkness, where even tar
oozes and stiffens, then shatters. Plastic snow, resin hail, and burning fog
mingle with real-world blizzards and –40° winds, turning every step outside
into a gamble. For the camps, the weather is not background — it is a living
hazard that shapes daily survival, culture, and the constant fight to endure in
a land that seems determined to kill.
Bitumen Storms
Stumpy says:
“Ever been sandblasted with hot asphalt? I don’t recommend it.”
Field Guide: High winds whipping tar particles, reducing visibility and
searing exposed skin.
Filter Burn Winds
Stumpy says:
“Wind out here don’t just blow your hat off — it chews through your mask and
sets your beard on fire. Seen more than one wrangler go up like a lantern
‘cause they thought a cigarette was worth the risk.”
Field Guide:
Filter Burn Winds are dust-choked gusts that shred non-magical breathing
filters within an hour and make open flames dangerously unstable. Fire spells
or exposed flames may flare violently, forcing nearby creatures to save or risk
burns.
Frozen Firestorms
Stumpy says:
“Only place I’ve seen ice burn ya bloody. Air gets so foul it freezes solid,
then the wind snaps it loose and turns the sky into a knife storm. Best shelter
up, ‘cause no scarf’s thick enough for that nonsense.”
Field Guide:
Frozen Firestorms occur when petrochemical vapors crystallize into brittle
icicles that shatter in high winds. Shards lash the landscape, dealing piercing
and cold damage each hour of exposure, with critical strikes causing bleeding
until tended.
Heat Mirage
Stumpy says:
“Ever chase a trail that weren’t there? Out here the air cooks itself till even
your own shadow lies to you. Worst part? Sometimes the lie hardens, and you’re
the bug in the bottle.”
Field Guide:
Heat Mirages warp reality like boiling air, leading travelers astray.
Navigation is unreliable, exhaustion builds from disorientation, and in rare
cases mirages solidify into tar-glass cages that must be broken to escape.
Plastic Rain
Stumpy says:
“Smells like melted toys. Burns like melted toys.”
Field Guide: Acidic rainfall laced with polymer residue. Damages gear
and lungs.
Plastic Snow:
Stumpy says:
“Looks pretty comin’ down, like the north remembers how to snow. Then you taste
it. Nothin’ like coughin’ up melted grocery bags to remind you winter ain’t
your friend.”
Field Guide:
Plastic Snow drifts as shredded flakes that leave an oily residue in the lungs.
Prolonged exposure forces Constitution saves to resist poison damage and
coughing fits, while travel slows to a crawl in the choking drifts.
Resin Hail
Stumpy says:
“Ever been brained by a golf ball made of glue? Helmets optional, funerals
guaranteed.”
Field Guide: Hardened petrochemical hailstones; blunt-force hazard.
Smolder Fog
Stumpy says:
“Smells like every tire fire from here to Redwater crawled back for revenge.
Can’t see past your nose, lungs get heavy quick — but I’ll grant you this, it’s
fine cover if you don’t mind coughin’ up black tar after.”
Field Guide:
Smolder Fog is dense, tire-scented smoke that limits sight to 10 feet.
Creatures risk exhaustion without protection, while stealth becomes easier and
vision-based perception harder in its choking haze.
The Long Glow:
Stumpy says:
“Sky goes the color of a jack-o’-lantern left too long on the porch, and that’s
when the oozes get restless. Don’t bother countin’ sheep — the whispers’ll keep
ya up ‘til you’re half-mad.”
Field Guide:
The Long Glow stains the night sky orange and agitates local oozes, making them
aggressive. It disrupts sleep and weakens minds, imposing disadvantage on
psychic saves and risking exhaustion during attempted long rests.
Weird Weather of the Maw (d10)
d10 |
Weather
Event |
Description |
Mechanical
Effect |
1 |
Bitumen
Storms |
Black,
oily rain coats everything in tar; lightning arcs unnaturally across the pit. |
All
surfaces become difficult terrain. Creatures must make a DC 15 Dex
save when lightning strikes (once per hour) or take 3d10 lightning
damage. Fire damage dealt during the storm ignites nearby ooze for 1d6
splash fire damage in a 10 ft. radius. |
2 |
Filter
Burn Winds |
Dust-laden
gusts shred filters and make fire flare violently. |
All
non-magical breathing filters clog within 1 hour. Open flames or fire
spells risk flaring: creatures within 10 ft. of the source make a DC 12
Dex save or take 1d6 fire damage. |
3 |
Frozen
Firestorms |
Petrochemical
vapors freeze into brittle icicles that explode on the wind. |
Shards
whip through the air; creatures outside shelter take 2d6 piercing + 2d6
cold damage per hour. Critical hit on a shard attack causes bleeding (1d4
damage at start of turn until stabilized). |
4 |
Heat
Mirages |
Reality
twists like boiling air, trails vanish, and echoes distort. |
Navigation
checks are at disadvantage. Each hour, roll a DC 14 Wis save or
suffer 1 level of exhaustion from disorientation. On a natural 1, the
mirage becomes solid: creature is trapped in a tar-glass cage (AC 15,
20 HP). |
5 |
Plastic
Rain |
Sticky
droplets harden into brittle flakes; they sting and crawl when saturated with
magic. |
All
creatures must make a DC 13 Con save after 1 hour or take 1 level
of exhaustion. Casting a spell during the storm animates plastic shards
(use Swarm of Insects stats, but slashing damage). |
6 |
Plastic
Snow |
Shredded
bag-like flakes fall; oily residue melts into lungs. |
Creatures
must succeed on a DC 12 Con save each hour or take 1d6 poison
damage and suffer coughing fits (concentration checks at disadvantage).
Travel speed is halved. |
7 |
Resin
Hail |
Chunks
of flame-willow sap fall like amber meteors, some sticky, some explosive. |
Every
10 minutes outdoors, creatures must succeed on a DC 14 Dex save or
take 2d6 bludgeoning damage. Shattered resin ignites in a 5 ft.
radius, dealing 1d6 fire damage. Harvesting cooled resin requires
a DC 15 Survival check. |
8 |
Smolder
Fog |
Thick
smoke rolls in, reeking of scorched tires. |
Visibility
is reduced to 10 ft. All creatures must succeed on a DC 13 Con save
every 30 minutes or take 1 level of exhaustion. Stealth checks gain advantage
in the fog, but Perception checks relying on sight are at a disadvantage. |
9 |
The
Long Glow |
The
night sky burns orange, oozes stir, and whispers fill the air. |
Oozes
within the area become aggressive, attacking on sight. All saving
throws vs. psychic effects are at disadvantage. Characters attempting
a long rest must succeed on a DC 15 Wis save or gain 1 level of
exhaustion from disturbed sleep. |
10 |
Calm
Before |
The
air is still, the skies clear — but wranglers mutter it means worse is
coming. |
No
immediate effect, but the next weather event occurs at double the severity. |
Flora (Twisted Boreal Growth)
Ash Moss
Stumpy says:
“People ask if you can smoke it—folks, you can smoke anything once. Do it with
this stuff and don’t come cryin’ when your left shoe starts givin’ you orders.”
Field Guide:
A wiry, star-leaf moss that carpets toxic spoil and rusted rigs, its sharp
points splaying into unmistakable little constellations. Fresh tufts glow
green, fading to gray-green or blackish with age; burned, the ash-sweet smoke
paints the mind in hard, bright hallucinations.
Crystal Willows
Stumpy says:
“Trees shouldn’t hum. These do. Lean too close, and the crystals will sing
you your sins — don’t say Stumpy didn’t warn you.”
Field Guide:
Peachleaf Willows twisted by the Maw bear long, drooping branches studded
with translucent crystal leaves that pulse like tuning forks. Their shards are
prized as charms, coin, and spell foci — though some whisper secrets into the
minds of those who hold them too long.
Flame Willows
Stumpy says:
“Trees that scream like tea kettles right before they blow. Smells like a tire
fire, tastes like regret. Chop one if you need resin — just run after.”
Field Guide:
Resin-heavy trees that ignite when cut or damaged. Their sap burns hot and
long, often sparking wildfires in the terraces. Resin is valuable but
harvesting is risky.
Plastic
Blooms
Stumpy says:
“Pretty little flowers made of melted shopping bags. Smell like bad soup.
Spores’ll get in your nose and in your dreams.”
Field Guide:
Fungal growths warped into melted, petal-like forms that shimmer like
colored plastic in the dim light. Their spores drift in oily plumes, irritating
the lungs and conjuring fever-dream hallucinations. Harvested blooms are
rendered into crude waterproofing or brewed into dangerous intoxicants.
Iron Bulrushes
Stumpy says:
“Ever seen a bird’s nest made of razor blades? That’s what these suckers make.
Pretty, dangerous, and terrible for trousers.”
Field Guide:
These towering cattail lookalikes grow in stagnant marshes, their seed heads
hardened into metallic spears that gleam in the dim light. Birds weave nests
among the stalks, but the razor-sharp edges cut flesh and cloth alike.
Gatherers prize the seeds, which can be smelted down into crude iron for tools
and trade.
Tar Pines
Stumpy says:
“Tar Pines bleed like a drunk lumberjack. Sap’ll stick to your boots till
you throw the whole leg away.”
Field Guide:
Dark-needled lodgepole pines warped by the Maw ooze thick, black resin
that drips like tar. The sticky sap ignites with terrifying ease, fueling fires
that race out of control. Harvesters prize it for fuel, glue, and cruel traps —
but a single spark can turn a grove into an inferno.
Whip Willow
Stumpy says:
“Looks like a blackberry patch. Bend too close, and you’ll find it’s got
more snap than a snake and worse manners than your uncle after payday. I’ve
seen wolves trail ‘em like groupies, waitin’ for the branches to beat supper
half to death before takin’ their share.”
Field Guide:
A bramble-born terror twisted by Harvester meddling, the Whip Willow is a
snarled bush draped in pink-white blossoms and clusters of black fruit. Its
thorned branches coil like serpents, striking with whip-like lashes that leave
victims bloodied and bound. Though not carnivorous, its violent thrashings
drive prey into reach of scavengers and predators. Opportunists risk harvesting
its berries, which — boiled long enough — yield a tart delicacy prized in Maw cookpots. Yet even inedible, the plant is mobile, dragging itself across soil
and shallow water in search of moisture and solitude.
#hodgepocalypse #apocalypse #drevrpg #dungeonsanddragons #dnd5e #canada #alberta #fortmacmurray #flora
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