Welcome to Madripoor
¤ This was originally the swamp section, but I thought the idea of a jungle would be better for Indonesia.
A majority of the island of Madripoor is covered with jungle. Due to receiving most of the rainfall on the island, the jungle on the east coast is particularly thick. This jungle does not have an official name, but is well known for the many wild cats that prowl it.
During its long history, many Europeans who stayed on the island have went in to the jungle to hunt the many types of leopards or even the small population of tigers. Many of these cats tried to move to other parts of the island to get away from the many hunters. When this started happening with more frequency, the government put a halt on all hunting of the cats. This was one of the few humane actions of Prince Baran’s government that the population applauded him for. Baran knew full well, though, that the cats were more valuable alive than dead. The jungle area was turned into a national refuge and law now protects the cats. This does not stop some entrepreneurs, risking life and limb, from setting up illegal hunts for the big cats.
Any adventures in the jungle can have the characters running into these jungle cats.
Madripooran Leopards (Animal); CR 2. SZ M; v/wp 19/15; Init +6 (+2 natural, +4 Dex); Spd 40 ft., climb 20 ft.; Def 15 (+4 Dex, +1 natural); Atk: bite +6 (1d6+3), 2 claws +1 (1d3+1); Face 1 square; Reach 1 square; SA Pounce, improved grab, rake 1d3+1; SQ Scent; SV Fort +5, Ref +7, Wil +2; Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6; Skills: Balance +12, Climb +11, Hide +9*, Listen +6, Move Silently +9, Spot +6. Feats: Weapon Finesse (bite, claw).
Pounce (Ex): If a leopard leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the leopard must hit with its bite attack. If it gets a hold, it can rake.
Rake (Ex): A leopard that gets a hold can make two rake attacks (+6 melee) with its hind legs for 1d3+1 damage each. If the leopard pounces on an opponent, it can also rake.
Skills: Leopards receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
Madripooran Tigers (Animal); CR 4. SZ L; v/wp 45/17; Init +6 (+4 natural, +2 Dex); Spd 40 ft.; Def 14 (-1 size, +2 Dex, +3 natural); Atk: 2 claws +9 (1d8+6), bite +4 (2d6+3); Face 1 square by 2 squares; Reach 1 square; SA Pounce, improved grab, rake 1d3+1; SQ –; SV Fort +8, Ref +7, Wil +3; Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6; Skills: Balance +6, Hide +5*, Listen +3, Move Silently +9, Spot +3, Swim +11. Feats: –.
Pounce (Ex): If a tiger leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the tiger must hit with its bite attack. If it gets a hold, it can rake.
Rake (Ex): A tiger that gets a hold can make two rake attacks (+9 melee) with its hind legs for 1d8+3 damage each. If the tiger pounces on an opponent, it can also rake.
Skills: Tigers receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Recently, some of the native residents of the jungle have found a sideline in allowing drug smugglers and other criminals to use the jungle as a rest stop. The Shinta river cuts right through the jungle to the coastline and boats laden with contraband are pulled upriver and quickly guided to secluded areas of forest where the authorities cannot find them. The smugglers get a rest and supplies and are on their way, minus some gold, which is the best form of payment.
Clavell has sent a few people into investigate. Many were never seen again. A part of one agent floated out of the river into the sea in one well-publicized embarrassment for the government.
The residents of the jungle are a very proud people. They are descendants of the original slaves and pirates of the 18th and 19th century ships that sailed through the area. The jungle is a place where only the strong survive. Any residents the characters encounter should have slightly higher physical attributes than the average citizen. As stated above, there are some residents who have gone into business with smugglers. Most natives keep to themselves and don’t bother with the rest of the island. They have their own set of laws based on their needs and survival. No one trespasses on another’s property or possessions, and they consider all outsiders to be interlopers.
The jungle natives admire honesty and are expert hagglers and like nothing better than to indulge in spirited negotiations. Even if a native feels he is being underpaid, he will be content if he feels he was cheated through “honest haggling.” Like most people living in an isolated environment, they put a lot of stock in promises and debts.
“Lie to me once and you may never lie to another again” goes the jungle native saying, referring to their quaint practice of dealing with liars by introducing them to hungry leopards. Also, they do not want to owe anyone anything. A jungle native in debt is not his own boss and he will attempt to repay a loan or kindness as quickly as possible. Be warned, however. He is equally eager to repay a wrong done to him.
NPCs in the Jungle
Native Language: Indonesian
6th-level wheelman/2nd-level pointman (NPC); CR 8. SZ M; v/wp 74/16; Init +8 (+5 class, +3 Dex); Spd 30 ft.; Def 18 (+5 class, +3 Dex); Atk: punch/kick +11 (1d3+4), hunting knife +11 (1d6+4); Face 1 square; Reach 1 square; SA None; SQ Custom ride, daredevil, lucky, kick start 1/session, familiarity +1, elbow grease +2, assistance (1/2 time); SV Fort +7, Ref +9, Wil +3; Str 18, Dex 16, Con 16, Int 12, Wis 13, Cha 15; Skills: Balance +8, Boating +14, Driver +14, Handle Animal +5, Hide +10, Intimidate +12, Mechanics +11, Move Silently +10, Pilot +6, Spot +7, Survival +10, Swim +11. Feats: Speed Demon, One Hand on the Wheel…, Great Fortitude, Stealthy, Track. Gear: 66 BP. Gadgets & Vehicles: 5(5) GP.
Background: Just from his physical prowess described above, it’s easy to see that Hamdani is someone you’d want on your side in the jungle. Failing that, you certainly don’t want him against you.
Hamdani can trace his ancestry back directly to the slaves who jumped ship. He is proud of his heritage and the fact that he is a free man. Hamdani is different from most jungle natives in that he is not averse to travelling to the city and is often selected to go and get supplies once a month in a battered pick-up truck.
In the city, this heavily muscled man is quite a sight. He does get admiring glances from the women and it is believed that that is the main reason he does not mind making trips to town. He has the grace of a jungle cat and always looks like he is on his guard, the result of growing up in the jungle. His stealth is a great help in his chosen profession.
Hamdani is a poacher.
Many people in the jungle think he poaches for fun because he is reputed to go after the leopards and tigers armed only with his hunting knife.
Though he looks imposing, his neighbors in the jungle swear by his gentleness and good nature. He is always willing to lend a hand to a friend and help people in distress. He is just as ready to mete out justice where he sees fit and punish people who would hurt him, his family or his friends.
He is an admirer of courage and honesty and is a shrewd judge of character. He would prefer a truthful enemy to a lying friend.
Reaction: Hamdani can be a great aid to the characters. He knows the jungle well and can lead them to the best hiding places or to anyone the characters seek. He can also get them easily lost so they wander about for days until the unforgiving jungle swallows them up, never to be seen again.
The characters cannot buy off Hamdani. Better they try to fight him to win his trust and friendship since he knows anyone who would take him on has to have a brave soul.
Native Language: Japanese
14th-level telepath (NPC); CR 14. SZ M; v/wp 49/7; Init +10 (+11 class, -1 Dex); Spd 30 ft.; Def 15 (+6 class, -1 Dex); Atk: punch/kick +5 (1d3-2); Face 1 square; Reach 1 square; SA Psionics; SQ Sensitive, force of will 2/session, psychic escape (+3), blind spot 1/session, mind wipe, evasion (1/2 damage on failed Ref save, never flat-footed); SV Fort +5, Ref +11, Wil +12; Str 6, Dex 9, Con 7, Int 16, Wis 17, Cha 18; Skills: Concentration +13, Diplomacy +14, First Aid +11, Handle Animal +10, Knowledge (Herbs) +13, Sense Motive +14. Feats ESP Basics, Imprint Basics, Intuitive Basics, ESP Mastery, Connection Junction, Intuitive Mastery, Imprint Mastery, Premonition Junction, Expanded Horizons. Psionic Skills: Clairsentience +22, Empathy +23, Psychometry +22, Project Thought +22, Telempathy +22, Precognition +22. Gear: 102 BP. Gadgets & Vehicles: 10 GP.
Background: The Miko is an old woman who is seen as a holistic healer or a witch woman, depending on who you talk to. Of Japanese descent, she came to the island, and this jungle, many years ago. She is a product of a rogue Japanese clan experimenting with ESP and telepathy. This clan thought themselves to be ninjas and her to be a Miko, a type of Japanese sorceress.
As a small child, Mama was found to have extraordinary abilities and was taken away from her parents by the clan. She studied for many years gaining insight into her abilities. When the Miko was in her early twenties, she was able to effect her escape from what was essentially her prison and, eventually, from Japan. The Japanese clan looked for her for many years before giving up. Although, they would still be interested in knowing where she is, they are not actively looking for her anymore. She eventually ended up on Madripoor and went into hiding in the jungle.
The Miko set up her home in a shack deep in the jungle, far away from prying eyes. The natives, already used to keeping to themselves, let her be. She has skills in healing and herbs and trades on these skills with the other jungle natives. The natives have also come to realize that she has some supernatural abilities. Many natives, though, will seek her out for her sage advice. It is said that she can see into the hearts of men and she has been known to refuse to help to certain individuals. These people have usually been found to be criminal or evil in some way, later.
Even though the Miko keeps to herself, she still seems to always know what is going on on the island. It is almost as though she was able to see what was going on miles away from her. She never seems to be surprised when someone shows up on her doorstep.
The Miko does have a pet albino tiger. Many natives feel it is the avatar of some spirit or god she made a deal with.. It is usually always by her side.
Reaction: If the characters are operating in the jungle, they may want or need the Miko’s special kind of help. Whether it is healing or supernatural help, the Miko is willing to give it if she feels the characters are honest and true.
If the characters scoff at her or her abilities, she will send them away and never give them help. The Miko does not take will to people like this and will have them removed as quickly as possible.
Chases in the Jungle
There are few roads through the jungle. Vehicles can traverse what few roads there are. The Shinta river cuts through the river and any boat of large size or smaller can travel along it. Nothing larger than this can get in there. Otherwise, the only way to get around is on foot or horseback.
Some general game rules that are in effect during chases in the jungle follow:
Terrain type: Close or Tight
Common chase types: Ground, foot or water
Initial starting speeds: ½ of the fastest vehicles maximum MPH (Close) or ¼ of the fastest vehicle’s maximum MPH (Tight)
Maneuver modifiers: No modifiers (Close) or driver of the vehicle with the higher handling receives a +1 speed bonus to maneuver checks (Tight)
Obstacle chance: 1 in d6 (Close) or 1 in d4 (Tight)
Obstacle DC: 18 (Close) or 24 (Tight)
- Tree Crossing: Trees block your path and you must go over or around.
- End of the Path: The path or road you are on ends and you must change terrain to tight, if its not already.
- River Break: The path ends at the river and you must jump it to carry on.
- Tiger, Tiger: An encounter with one of the jungles denizens which you must avoid.
- The Root of the Problem: Roots stick up from everywhere trying to trip you up.
- Rock Bottom: In the water, you don’t always see the rocks that can rip out the bottom of your craft.
- Road to Somewhere: You have found a road or path to somewhere. Change terrain to close unless it already is.