Dreadmire SAMPLE
Dreadmire SAMPLE
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Dedication .......................................... 2 Forces, Continuum of ...................... 31 Hellrose Place ................................ 43
Foreward ............................................ 3 Ichorus, Larder of ............................. 32 Hibernaculum ................................. 43
Table of Contents ............................... 4 Leacon the Ducklord, Nest of .......... 32 Invention Graveyard ....................... 43
Leucopraxus, Fungi Deadwood of ... 32 Jeningus Oil Hole ........................... 44
Lorelei, Bethel of .............................. 33 Light Knight .................................... 44
Chapter 1: Swamp Description
Lucent Dragon, Dominar of Dragons 33 Magma Marsh ................................ 44
Introduction ....................................... 9
Magic: Arcane Atheists .................... 33 Monkey Hill ..................................... 44
Regional Geography ........................ 9
Marais, Fen of .................................. 33 Moors Of The Minimals .................. 44
The Thicket ....................................... 10
Modan, Lava Tunnel of .................... 34 Moss Monster Madness ................. 45
The Backswamp ............................... 11
Orchidae, Garden of ........................ 34 Nachtigall ........................................ 45
The Perdition .................................... 11
Pleroma, Godhead of ....................... 34 Ole Floating Tidal Mill .................... 45
History of a Haunted Swamp ........... 11
Qualm, Hive of ................................. 34 Phantom Knight .............................. 45
Encounter Tables
Tsombi’s Den, Conventicle At .......... 35 Plant Menagerie ............................. 45
Environment & Natural Hazards ...... 12
Verdurzuzu, Copse of ...................... 35 Portal Of The Ages ......................... 45
Animal Encounters ........................... 14
Vorace, Underwater Cave of ........... 35 Resurrection Cave ......................... 45
Weather Sub-Table .......................... 14
Born on the Bayou Ronin Hood .................................... 46
Swamp Encounter Tables ................ 14
Gazetteer of Notable Locales Rot Bog ........................................... 46
Aquatic & Amphibious Encounters .. 15
Amandla ......................................... 36 Sanctuary Totem ............................ 46
Faction Encounters .......................... 16
Greaux Bridge ................................ 36 Serpent Island ................................ 46
Land & Amphibious Encounters ...... 16
Crescent-On-The-Marsh ................ 36 Scablands ....................................... 46
Environment & Natural Hazards ...... 17
Dalrymple Inlet ............................... 36 Sinkholes Of Greaux Bridge .......... 46
Plant Encounters .............................. 18
Dawlin ............................................. 36 Spring Of Youth .............................. 46
Undead Encounters ......................... 18
Dullbone ......................................... 37 Straw Woman ................................. 46
Vermin Encounters ........................... 19
Iota .................................................. 37 Templars ......................................... 47
Disease Sub-Table ........................... 20
Istrouma ......................................... 37 Topiary Grove ................................. 47
Oarnin ............................................. 38 Toppled Obelisk .............................. 47
Chapter 2: People & Places Pier Part ......................................... 38 Tunnel Of The Ancients ................. 47
New Skill (Wave-Slide) .................... 22 Mudhole .......................................... 38 Twins Of Corruption ....................... 47
Omnibus of Regional Factions Shorn .............................................. 38 Vampirate Among Us ..................... 47
Alligataur Colonies ........................... 22 Swathmire Island ........................... 38 Weevil People ................................ 48
Anthroach Tribes .............................. 22 Vacherie .......................................... 39 Wind Pillars Of Lost Souls ............. 48
Arable Republic ................................ 23 Notable Halfling Establishments Zeitgeist .......................................... 48
Arachane .......................................... 23 Aqadie Inn/Swamp Mama’s ........... 39 Zhu-Rou ......................................... 48
Bayou Punters .................................. 23 Blessed Oracle ............................... 39
Caterpygmy Nests ............................ 23 Childrest Cheese ........................... 39 Chapter 3: Adventures
Creeps .............................................. 23 Chefehdeaux Woodworks .............. 39
The Great Bayou Halfling Boat Race 49
Cribbets ............................................ 24 Elph’s Scroll & Ink .......................... 39 Bog of the Fungus Demon ................. 59
Darkhoppers ..................................... 24 Hedgewiz Charms .......................... 39 Secrets of the Sinking Citadel ........... 73
Derangers ......................................... 24 Kensingteaux Cartographer........... 39
Dravage ............................................ 24 Live Bait Tavern/Reel Inn ............... 39
Dwarves, Mud .................................. 24 Ogarsh’s Pelts & Skins .................. 39 Chapter 4: Local Characters
Elves, Alluvial ................................... 25 Pedafast Apothecary ...................... 39 Arseneaux Hammertow ................... 89
Elves, Wild ........................................ 25 Rujereaux Roper ............................ 39 Olav Timberlight ............................... 89
Evile, Cannibals ............................... 25 Serpentarium .................................. 39 Angiss The Prophet ......................... 89
Fritillary ............................................. 26 Simoneaux Mill ............................... 39 Tinkin “Tink” Gulldander .................. 89
Giant Eagles & Giant Owls .............. 26 Soraparu Honeymead Apiary ........ 39 Atraieaux Luckyfoot ......................... 90
Giants, Mire ...................................... 26 Torshire Latifundia ......................... 40 Salia Kindertree ................................ 90
Halflings, Bayou ............................... 26 Totem’s Tatau Shack ...................... 40 Pygrym Rustkettle ............................ 90
Halflings, Bushfolk ........................... 27 Trading Tree ................................... 40 Stubbs Trefaldar ............................... 91
Heath Rangers ................................. 27 Wirthmore Armors & Antiquities ..... 40 Baxum Feggestahd .......................... 91
Hill Clans .......................................... 27 Celebrations ................................... 40 Kancethedrus Evilbane .................... 91
Lizardfolk .......................................... 27 Traditions ........................................ 40 Bosephus Bilgewater ....................... 91
Lizardfolk, Tchefuncteaux ................ 28 Alligator Eisteddfod ........................ 40 Wynter Soakwood ............................ 92
Marshfolk .......................................... 28 Spiderweb Wedding ....................... 40 Badeaux Shortshanks “Gator Bone” 92
Moor Knights .................................... 28 Behavior ......................................... 40 Seraph Margolis ............................... 92
Mountain Nomads ............................ 28 Speech ............................................ 40 Trafalga Skullcrusher ....................... 93
Mushroom Folk ................................ 28 Collectanea Of The Bizarre Grahluk Lemminkainen .................... 93
Neanderthals .................................... 29 Aerolith Swamp .............................. 41 Risloneaux Deglaises ...................... 93
Nomenary Gnomes .......................... 29 Ambrosia Moss .............................. 41 Melwraith Geismar ........................... 93
Quag Druids ..................................... 29 Angel Swamp ................................. 41 Merkansa Miller ................................ 94
Reed Faeries .................................... 29 Bayou Dragon ................................ 41
River Ferriers ................................... 29 Big Frog Lake ................................. 41 Chapter 5: New Monsters
Serpents ........................................... 29 Buoyant Foot Bridge ...................... 42 New Stats ............................................ 95
Thalass Emirate ............................... 30 Cyclogenesis Pylon ........................ 42 New Languages .................................. 95
Treants .............................................. 30 Cypress Deadfall ............................ 42 Abysmal Ooze ................................... 95
Werecreatures .................................. 30 Cypress Stones .............................. 42 Alligataur ........................................... 96
Faiths & Deities of the Swamplands Druid Castle Of Scrogswamp ........ 42 Amphib (see Aphid, Giant)
Baromet, Aerie of ............................. 31 Floating Monastery ........................ 42 Anthroach ...........................................
Daelune (Undead Moon) ................. 31 Foot Pirates Of The Bay ................ 42 96
Ealune (Night) .................................. 31 Ghost Ships .................................... 42 Aphid, Giant ....................................... 97
“One does not discover new lands without consenting to lose sight of the shore for a very long time.”
4 ~Hovace of Aerolith Swamp, Reed Faerie
Aquaduck ............................................. 97 Shelf Razor ...................................... 116 Ogre, Merrow Mage ............................ 133
Arachane ............................................. 97 Snare Cup .......................................116 Ooze, Aquatic .......................................133
Arcane Leech ...................................... 98 Spiky Scarlet Cup ............................ 116 Ooze, Blood Pudding ........................... 133
Augnan Fighting Dog .......................... 98 Truffluppagus ..................................117 Ooze, Gelatinous Sphere (see Aquatic)
Baromet’s Stormwort ........................... 98 Weathergem .................................... 117 Ooze, Green Pudding (see Ice Pudding)
Beacon Mushroom (see Fungus, Macro) White Marasmius ............................ 117 Ooze, Ice Pudding ............................... 133
Beetle, Chaos ...................................... 98 Wind Mycena ..................................117 Oozoid ................................................. 133
Beetle, Darkling ................................... 99 Fungus, Micro Orsel .................................................... 134
Beetle, Deathwatch ............................. 99 Cobblestone Rust ........................... 118 Oyster Clamper ................................... 134
Beetle, Mayhem .................................. 99 Displacer Yeast ............................... 118 Parachute Veil (see Fungus, Macro)
Bladderwort (see Plant, Monstrous) Planar Lichen ..................................118 Paradoxis Polliwog .............................. 134
Black Grass ......................................... 99 Slave Mold .......................................118 Pitcher Plant (see Plant, Monstrous)
Blood Bee ............................................ 99 Purple Mildew ..................................118 Planar Lichen (see Fungus, Micro)
Bloodworm (see Girthworm) Ghast, Quaking ................................... 119 Plant, Monstrous
Boatworm (see Shipworm) Ghost, Tactilus ..................................... 119 Bladderwort ..................................... 135
Bog Dog ............................................... 99 Ghoul, Scrub .......................................119 Butterwort ......................................... 135
Bore Worm ........................................... 100 Giant, Mire ........................................... 119 Flytrap .............................................. 135
Bub Bub Tree ....................................... 100 Gillovoid (see Fungus, Macro) Pitcher Plant .................................... 136
Bushwhacker ....................................... 100 Girthworm ............................................119 Pollenrose ........................................... 136
Butterwort (see Plant, Monstrous) Gloom Swan ......................................... 120 Puffball Phylactery .............................. 136
Buzzombie ........................................... 100 Gnome, Wikiwiki ..................................120 Purple Mildew (see Fungus, Micro)
Cadence Bug ....................................... 100 Golem, Bile ........................................... 121 Quag Creature .................................... 137
Caterpygmy ......................................... 101 Golem, Hydro-Aluminum .................... 121 Quickmud Ladybug ............................. 137
Catfish, Monstrous .............................. 101 Golem, Mushroom ............................... 122 Quixote .................................................137
Cobblestone Rust (see Fungus, Micro) Golem, Sinew ....................................... 122 Rainbow Vine .......................................138
Cockroach, Monstrous ........................ 102 Goliath Pelican .................................... 122 Reaper Swarm .................................... 138
Constrictor Serpent (see Serpent) Grow Gris ............................................123 Reed Faerie ......................................... 138
Corkscrew Pitcher (see Pitcher Plant) Guardian .............................................. 123 Replicant Jellyroll (see Fungus, Macro)
Corpse Flower ..................................... 102 Hellrose ............................................... 124 Rhinoceros, Saltwhite .......................... 139
Creeplow, Giant Owl ........................... 102 Hippogoose ......................................... 124 Ripper .................................................. 139
Cribbet ................................................. 103 Hortus .................................................. 125 Rooting Graylings (see Fungus, Macro)
Cyclops Serpent (see Serpent) Illuminar ............................................... 126 Serpent ................................................ 139
Darkhopper .......................................... 104 Indigo Temporal (see Fungus, Macro) Shelf Razor (see Fungus, Macro)
Deadeater ............................................ 104 Jacalily Bird ......................................... 126 Shepherd’s Purse (see Butterwort)
Demon, Fungus .................................... 105 Jaenis Thornbush ................................ 126 Shipworm .............................................. 140
Demon, Ooze ....................................... 106 Jelly Curd ............................................126 Shrimp, Mantis .................................... 140
Demon, Smut ....................................... 106 Jelly Quasit .......................................... 126 Shroom ................................................ 140
Demon, Speed ..................................... 107 Jelly Wraith .......................................... 126 Skeletal Juggernaut ............................ 141
Devil, Verdurzuzu ................................ 107 Knarlweed ........................................... 126 Skeleton, Marrow ................................ 142
Dinosaur, Lethocerus ........................... 107 Lady Waterbug (see Quickmud Ladybug) Slave Mold (see Fungus, Micro)
Dinotherian ........................................... 108 Land Bladderwort (see Bladderwort) Sleeping Willow ................................... 142
Displacer Yeast (see Fungus, Micro) Leaf Bludger ......................................... 126 Slime, Black ......................................... 142
Dragonhunter ....................................... 108 Lightning Bug ....................................... 126 Slime, Lantern ..................................... 143
Dragon, Brack ..................................... 109 Living Building (see Fungus, Macro) Slime, Marine .......................................143
Dragon, Slime ..................................... 110 Lizard, Whip ......................................... 126 Snake, Sludge ..................................... 143
Dragon, Temporal ................................ 110 Lizard, Leapin’ ..................................... 127 Snake, Springjack ............................... 144
Egg Nest (see Fungus, Macro) Luna Moth, Giant ................................. 127 Snare Cup (see Fungus, Macro)
Elemental, Marsh ................................ 110 Luquipod .............................................. 127 Stalking Flytrap (see Flytrap)
Elf, Alluvial ........................................... 111 Lycanthrope, Monstrous ..................... 127 Sundew (see Butterwort)
Enemy’s Blood .................................... 111 Lycanthrope, Tyrannarat ..................... 127 Sodsucker ............................................ 144
Exoskeleton ......................................... 111 Lycanthrope, Weregator ..................... 128 Somesuch ............................................ 144
Fallowjack ............................................ 111 Magi Cicada ......................................... 128 Spider, Amazing .................................. 146
Fetish Servant ..................................... 111 Mangry Tree ......................................... 129 Spiky Scarlet Cup (see Fungus, Macro)
Fire Ant, Giant ..................................... 111 Mantis Shrimp (see Shrimp, Mantis) Spoonbill Catfish (see Catfish, Monstrous)
Flame Moss ......................................... 112 Marsh Pitcher (see Pitcher Plant) Spore Parrot ......................................... 146
Flytrap (see Plant, Monstrous) Melanoma Moss ..................................129 Swamp Rabbit ..................................... 147
Fritillary ................................................ 112 Methane Tree ....................................... 129 Swamp Rat ........................................... 147
Frog, Foul ............................................ 112 Mimetic ................................................ 130 Swarms ................................................ 147
Frog, Frigginthing ................................ 113 Mosquito, Monstrous Amphibious Swarm ......................... 147
Fulminate Puffball (see Fungus, Macro) Wildwood Mosquito ......................... 130 Armada Ant Swarm ......................... 147
Fungus, Macro Saltmarsh Mosquito ........................130 Carnivorous Worm Swarm ............. 147
Beacon Mushrooms ........................ 113 Golden Mosquito .............................131 Flybiter Fish Swarm ........................ 147
Egg Nest .......................................... 113 Quagmire Mosquito ......................... 131 Leech Swarm .................................. 148
Fulminate Puffball ........................... 114 Phantom Mosquito ........................... 131 Mosquito Swarm ............................. 148
Gillovoid ........................................... 114 Snow Mosquito (see Wildwood) Ranunculus Swarm ......................... 148
Indigo Temporal ............................... 114 Moss Monster ...................................... 131 Roach Swarm .................................. 148
Living Building ................................. 114 Mudbug ................................................ 131 Silver Swarm ................................... 148
Netted Rhodotus ............................. 115 Mummifungus ...................................... 132 Swamp Rat Swarm (see Swamp Rat)
Parachute Veil ................................. 115 Mushroom Folk ................................... 132 Termite Swarm, Monstrous ............. 148
Replicant Jellyroll ............................ 115 Netted Rhodotus (see Fungus, Macro) Xodakite Swarm .............................. 148
Rooting Graylings ........................... 116 Ogre, Half-Merrow .............................. 133 Tendraculos (see Vampire, Tendriculos)
“When faced with a choice between two evils, I always pick the one I never tried before.”
~Nalumchek Thist of Southshank, halfling rogue
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Timorous .............................................. 148 Create Greater Undead Plant or Insect . 171 Storm Surge .......................................... 179
Trill Flower ........................................... 148 Create Undead Plant or Insect ............ 171 Straw Fetish .......................................... 179
Troll, Half-Scrag .................................. 148 Cricketfrog Long Jump ......................... 171 Thermocline .......................................... 179
Trumpet Pitcher (see Pitcher Plant) Curse of The Beast .............................. 171 Torpor .................................................... 179
Truffluppagus (see Fungus, Macro) Cuttlefish Camouflage ......................... 172 Torpor, Diurnal ...................................... 180
Tup Bug ............................................... 149 Deadoak ............................................... 172 Torpor, Greater ..................................... 180
Turtle, Map ........................................... 149 Detect Deeper Thoughts ...................... 172 Transmogrify ........................................ 180
Turtle, Sawswiper ................................ 149 Discover Wildlife, Greater .................... 172 Tsunami ................................................ 180
Turtle, Treecreeper ............................. 149 Discover Wildlife .................................. 172 Twinspeak ............................................ 180
Unliving Brain ...................................... 150 Dissolution ............................................ 172 Underwater Speech ............................. 180
Utoak ................................................... 151 Dream Dispersion ................................ 172 Violet Burst ............................................ 180
Vampire, Mushroom Folk .................... 151 Dream Commune ................................. 172 Water Bomb .......................................... 180
Vampire, Tendriculos ........................... 151 Dumbstruck .......................................... 172 Water Bomb, Greater ........................... 180
Viper Serpent (see Serpent) Egret Legs ............................................ 172 Waterbug Walking ................................ 181
Waterwheel (see Flytrap) Enchanted Forest ................................. 172 Water Fall ............................................. 181
Weathergem (see Fungus, Macro) Endothermic Mold ................................ 172 Water Toxification ................................. 181
White Marasmius (see Fungus, Macro) Evacuate ............................................... 173 Waterlogged .......................................... 181
Wiltwort ................................................ 151 Flash Flood ........................................... 173 Water Proxy .......................................... 181
Wind Mycena (see Fungus, Macro) Flotsam Buoyancy ................................ 173 Waterspout ........................................... 181
Wraith, Monstrous ............................... 151 Freezing Point ...................................... 173 Wave Action .......................................... 181
Xodakite ............................................... 151 Frog Climb ............................................ 173 Whirlpool .............................................. 181
Zombie, Bayou .................................... 151 Fungal Corpse Animator ...................... 173 Winged Wonder ................................... 181
Monster Recipes Fungus Biceps ...................................... 173
Recipe for the Corrupted ................ 152 Gelatinous Slime .................................. 173
Chapter 8: New Classes
Recipe for a Swamp Creature ........ 152 Granddaddy Long Legs ....................... 174
Alchemist .............................................. 182
Monster Templates Humanoid Formation ........................... 174
Balladmonger ....................................... 183
Creating a Faded Soul ...................... 154 Insect Size ............................................ 174
Darkworker .............................................
Creating a Fungus Replicant ............ 155 Insect Size, Greater ............................... 174
185
Creatinga Mojeaux ............................ 155 Insect Size, Mass ................................. 174
Deathslayer .......................................... 187
Creating a Swamp Mummy .............. 155 Jetsam Dunk ........................................ 174
Druin ..................................................... 188
Swamp Mummy, T-Rex ................. 156 Lily Boat ................................................ 174
Eldritch Cleric ....................................... 189
Creating An Unseely Fey .................. 156 Limbs To Snakes .................................. 174
Freak Knight .......................................... 189
Unseely Nixie ................................ 156 Lizard Tongue ....................................... 175
Hidewalker ............................................ 190
Unseely Brack Dragon .................. 156 Lycanthropox ........................................ 175
Houdoan ............................................... 191
Manacles .............................................. 175
Lightworker ........................................... 193
Mire Fire ............................................... 175
Chapter 6: New Juju Items Magi ...................................................... 195
Moisture Barrier ................................... 175
Swamp Juju Items ............................. 157 Marshwarden ....................................... 195
Moss Monster ....................................... 175
Fear Juju Items ................................. 164 Muckranger .......................................... 196
Mudbug Snap ....................................... 175
Nature Bard Juju Items ..................... 165 Nature Bard .......................................... 198
Mystic Outcry ....................................... 175
Physical Medium .................................. 198
Natatorial Gift ....................................... 176
Phyxius ................................................. 199
Chapter 7: New Juju Spells Necrobacillosis ..................................... 176
Sorcerer Druid ...................................... 200
Bard Spell List ................................... 166 Necrobiosis ........................................... 176
Tatau Warrior ........................................ 200
Cleric Spell List ................................. 166 Nectoplasmic Form .............................. 176
Cleric Domains .................................. 166 Oil Sheet ............................................... 176
Druid Spell List .................................. 167 Palliate .................................................. 176 Chapter 9: New Ordnance
Paladin Spell List ............................... 168 Palliate, Greater ................................... 176 Lethal Weapons ................................... 201
Ranger Spell List ............................... 168 Piscatorial Organs ................................ 176 Non-Lethal Weapons ........................... 203
Sorcerer/Wizard Spell List ................ 168 Pelican Pouch ...................................... 176
Spell Descriptions Pheromone Message ........................... 177 Appendices
Acid Plants ........................................ 169 Pollen Cloud .......................................... 177
A: Swamp Ecology ................................. 205
Adhesive ............................................ 169 Poxy ...................................................... 177
Local Geography .................................... 205
Algae Bloom ...................................... 169 Primal Scream ...................................... 177
Regional Weather .................................. 206
Amber Imprisonment ......................... 169 Propulsion ............................................ 177
Concordance of Swamp Fauna & Flora .. 207
Animal Sense .................................... 169 Pudding Acid ........................................ 177
Lexicon of Common Bugs ...................... 208
Animate Dead Plants ........................ 169 Quagmire .............................................. 177
Lexicon of Common Flowering Plants ... 208
Animate Undead Plant Or Insect ...... 169 Quagmire, Mass ................................... 177
Lexicon of Common Trees & Shrubs .... 209
Animate Undead Swarm ................... 169 Raise Dead Plants ............................... 177
Other Common Foliage of Dreadmire ... 210
Anti-Aquatic Cloud ............................ 169 Reed Transfixion .................................. 177
Bayou Names .......................................... 210
Aquatic Creature ............................... 170 Reintegration ........................................ 178
B: Totem Animals ................................... 211
Bestow Natural Curse ....................... 170 Reverse Water Damage ...................... 178
C: Wetlands Glossary ............................ 212
Bestow Progressive Curse ............... 170 Riptide .................................................. 178
Watercraft Guide .................................... 212
Blades of Grass ................................. 170 Sense Emotion ..................................... 178
Wetlands Primer ..................................... 213
Bloated .............................................. 170 Shard Spray .......................................... 178
D: Index of Places .................................. 214
Callum ............................................... 170 Siphonoplax .......................................... 178
Map Index ............................................... 217
Commune Arcana ............................. 171 Slow Death ............................................ 178
Sectional Maps ....................................... 217
Cone of Water ................................... 171 Spittlebug High Jump ........................... 178
E: Language Matrix ................................ 221
Conjure Missilry ................................ 171 Splash Down ........................................ 178
F: History of the Universe ..................... 222
Control Currents ................................ 171 Spew Spores ........................................ 178
G: Bibliography ...................................... 223
Corrosive Grasp ................................ 171 Spoonbill Feeding ................................ 179
H: Legal .................................................... 224
Crabformation ................................... 171 Stagnant Water ..................................... 179
“Do not meddle in the affairs of Hidewalkers, for they are subtle and quick to anger.”
6 ~Ein Tolka of Muckdemon Island, wood elf Hidewalker
Map Scale: 1 Inch = 100 Miles
7
8
Comprehensive Dreadmire Region
“The very monsters and giant fishes of the sea do not war against their own kind, but
human at human’s hand receives most harm and mischief.”
~Leurana of Peduncle, Alluvial Elf cleric
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PLANT ENCOUNTERS
Encountered Creature Inhabited Thicket Backswamp Perdition
Assassin Vine* — 01 01-02 01-08
Baromet’s Stormwort 01-06 02-04 03-04 —
Black Grass — 06-09 05-09 09
Bog Dog — 10 10-14 10-15
Bub Bub Tree 07-11 11-14 15-16 —
Bushwhacker 11-13 15-17 17-20 —
Deadeater — — 21-22 16-25
Dinotherian 14 18-20 23-24 —
Enemy’s Blood 15-19 21-22 25-26 —
Flame Moss 20 23-24 27-28 —
Flytrap, Monstrous — 25 29-31 26-30
Fungus, Macrofungus 21 26-27 32-33 31-35
Fungus, Microfungus 22 28-29 34-35 36-40
Fungus Replicant 23 30 36-37 41-25
Grow Gris 26-27 31-34 38-41 —
Hellrose — 35 — —
Hortus — 36 42-43 46-50
Knarlweed 28 37-38 44-45 —
Leaf Bludger 29 39-40 46-47 —
Luquipod 30-34 41-42 48-49 —
Mangry Tree 35 43-44 50-51 51-55
Melanoma Moss — — 52-53 56-75
Methane Tree — 45-47 54-55 —
Mimetic 36 48-50 56-57 —
Moss Monster 38-39 51-53 58-59 76-80
Mushroom Folk — — 60 —
Orsel 40-45 54-57 61-62 81-85
Phantom Fungus* 46 58-59 63-64 86-90
Plant, Monstrous 47-48 60-62 65-67 hazardous 91 undead
Pollenrose 49 63-64 68-69 —
Puffball Phylactery — — 70 —
Rainbow Vine 50-66 65-67 71-75 —
Replicant Jellyroll — — 76-77 —
Rooting Graylings 67 68-72 78 —
Shambling Mound* 68-72 73-74 79-80 —
Slime, Lantern 73-74 75-76 81-82 —
Sleeping Willow 75-76 77-78 83-84 —
Swarm, Xodakite 77-80 79-83 85-88 92-95
Tendriculos* 81 84-85 89-90 —
Timorous 82-89 86-88 91-92 —
Trill Flower 90 89-90 93-94 —
Utoak 91-95 91-94 95-96 —
Wiltwort — 95-96 — —
Xodakite 96-00 97-00 97-00 96-00
*Detailed in the MM.
UNDEAD ENCOUNTERS
Encountered Creatures Inhabited Backswamp Thicket Perdition
Allip* 01-02 01-03 01-04 01-05
Slime, Black 03-04 04-06 05-08 06-10
Ghast* 05-13 07-16 09-20 Quaking 11-22 Quaking
Ghost* 14-19 humanoid* 17-23 humanoid* 21-28 ship** 23-31 Tactilus
Ghoul* 20-26 24-29 lacedon 29-35 Scrub 32-39 Scrub
Mojeaux 27 30 36 40
Mosquito, Phantom 28-29 31-33 37-40 41-44
Mummifungus 30-32 34-36 41-44 45-49
Ripper 33-37 37-41 45-46 49-50
Swamp Mummy 38-42 42-47 47-52 51-54
Shadow* 43-45 48-53 53-56 55-59
Skeleton 45-55 animal* 54-62 Marrow 57-69 Exoskeleton 60-75 Juggernaut
Spectre* 56-57 62-67 70-78 76-84
Unliving Brain 58-59 68-69 79-80 85-86
Vampire 60-73 halfling* 70-78 human* 81-85 Lizardfolk* 87-88 Tendraculos
Wight* 74-84 79-87 86-90 89-92
Wraith 85-92 humanoid* 87-93 Monstrous 91-95 Mushroom Folk 93-94 Jelly
Wraith 93-00 fallowjack 94-00 Exoskeleton 96-00 Buzzombie 95-00 Bayou or Reaper Swarm
*Detailed in the MM.
**Refer to “Ghost Ships” in the Collectanea of the Bizarre section for more details.
“May the forces of evil become confused on the way to your house.”
~Jorg Karlinneaux, Bayou Halfling innkeeper
18
village of scum-turned-bushfolk found between Big Frog Lake and Dreadmire scales completely absorb all light. Since biomimetic exvisibility is neither
Swamp. When the lake is high and the water level falls it leaves many sucks magical nor mind-affecting, only true seeing magic, Snake Vision and
on the flat shore separated from the lake. For every spring that the locals can echolocation can see a creature so hidden.
remember, these sucks form just as toads overrun the podunk village.
On the other end of the spectrum are the indigent Creep gangs, including DRAVAGE
an especially notorious group, the “Flightmares.” These Creeps are corrupted Although quite evil and corrupted by the Dark Pollen, not all Dravages are
by the Dark Pollen, and have gained an overland flight ability (as the spell) Druins (new class). The rest of the Dravages are still, in effect, druids. These
that can be used at will. They quickly strike and flee before help can arrive, diabolical and nefarious druids have not lost their love of nature, but they
especially avoiding the Moor Knights. The Moor Knights are known for have profoundly altered their paradigm on how to go about protecting it.
branding Creeps with their shields of justice, so ducking them is a priority for These Dravages today would more properly be called “eco-terrorists,” and
all bad Creeps. have been known to destroy crops, burn buildings, steal livestock, send undead
Typical Creep: Com2 or War2; AC 10; AL any; Atk primitive club (1d6- animals to attack hunters, release dangerous beasts into villages, poison
1), unarmed strike (1d3 subdual); Str 10, Dex 10, Con 12, Int 8, Wis 10, Cha watering holes, spread pestilence, and otherwise harass swamp villages and
5; Craft 3, Hide 3, Survival 3, Swim 3, Use Rope 3. their residents. The Bayou Halfling community blames Dravages for
Typical Shack Town: Toadsuck (thorp); Conventional (Monstrous); AL everything from drowning children to broken farm implements, as a Dravage
CN; 20 gp limit; Population 30; Demographic integrated (human 50%, half- is now the default halfling boogeyman.
orc 36%, halfling 14%). Residents of Toadsuck are often called “Pond Scum,” Dravages are rare these days, thanks to the Weregators who have severely
obviously meant as a derisive term, but the villagers have adopted the name reduced their numbers by systematically hunting them. Recognizing this threat,
and don’t mind it at all. some Dravages in turn actively hunt Weregators for spell components and
their magical hides.
CRIBBETS Authority Figure: Croker Honeymed, male Drd13; AL NE; Survival 8;
The Cribbets were a noble race of amphibious wizards until corrupted by Leadership, Track, Weapon Focus (staff); Animal companion dire alligator
the Dark Pollen. Now the peaceful toad folk no longer exist. The lawful evil (Huge aquatic animal, HD 7d8+28, Spd 20 ft., swim 30 ft.; AC 16; Bite +11
Cribbets are hostile if provoked, but otherwise they are content to keep mayhem melee (DMG 2d8+12) or tail slap +11 melee (DMG 1d12+12); Improved
within their own immediate area. Cribbet society is barbarian in structure, Grab).
with the strongest Cribbet assuming power as toad king. Tribal clerics promote
the worship of amphibious totem animals, but there is a growing movement DWARVES, MUD
toward fiend worship. Oddly, Cribbbets maintain a tenuous trade relationship The “Mud Dwarves,” as they are referred to by Marshfolk,
with the wild elves, and loathe Evile Cannibals. They congregate in the are fish out of water. Much like the Bayou Halflings, the
community of Cribb, near Big Frog Lake, but they have been known to hunt dwarves are descended from a clan frightened into the
throughout Dreadmire. swamp generations ago. The dwarves were escaping a
Authority Figure: Ieyoub, male Cribbet Clr7; AL LE; Brew Potion. Cribbet volcano that covered the treasures of their mountain city,
clerics keep Foul Frogs (new monster) as unholy familiars. Ober Archburg (now referred to as Geistburg),
Cribb (hamlet): Conventional (tribal); AL CE; 900 gp limit; Population with a thick layer of superheated ash. A heavy
477; Demographic isolated (Cribbets 99%, mixed slaves 1%). price was paid by fleeing into the swamp. Their
few descendents have been here ever since, now
DARKHOPPERS only telling tales of their “eventual return.”
The Darkhoppers (new monster) have an extensive network of peaceful Even in the swamp, these dwarves maintain their
Darkhopper communities throughout Dreadmire, even in the Perdition, fighting relationship with the earth. Their homes are shored up
against evil with their swarms. Of the few good races of the swamp, they are burrows similar to the halfling sod homes of Istrouma
of the minority that has accurate and current information on the Somesuch. village. Mud dwarves mine black diamonds for a living —
Only the Darkhoppers suspect the true nature of the thing. Their lives are albeit a venture of dubious success, having producing only a handful
short, but their oral traditions are long, and in their songs they remember back of diamonds each decade. Their most interesting environmental adaptation is
to the time of their gift of sentience — by the Dark Pollen. a smithing mill, a water-powered reciprocator for the casting of iron agricultural
Unfortunately, Darkhoppers are largely ignored by even the insectoid races implements and weapons. Smelters and casters use the rushing of water under
of the swamp, communicating only with grig sprites and reed faeries on a a waterwheel to operate their metallurgical bellows.
regular basis. Darkhoppers are a mere a 2-3 inches in size, and tend to fade Mud Dwarves do not travel on boats, even after several generations inside
into the background of swamp life. In the human world, only the Quag Druids the swamp, relying instead on Girthworms (new monster). They can often be
even know of their existence, but since most of them have become corrupted heard to say, “We’re off like a herd of turtles,” at the beginning of even a short
into Dravages, the Darkhoppers are effectively isolated from the outside world, journey, because overland worm travel is muddy and slow at best. Hence, the
despite numbering in the thousands. name Mud Dwarves is not so much a derisive term as a literal description.
This is not to say a boatlike conveyance or two are not on hand for life
DERANGERS threatening emergencies, or that no dwarf has ever been fishing… it is just
The Derangers are a loose association of evil rangers that skulk Dreadmire, very rare. On those rare occasions, the dwarves use a gufa (new watercraft).
reveling in nature’s thoughtless cruelty and emulating fearsome predators. Even the few brave enough to become waterborne are not brave enough to
This malevolent group consists of former heath rangers that have been driven ride in an unstable pirogue or canoe!
to depravity by the Dark Pollen. They now collect at Sagud, a tiny shacktown Their food is bland. They eat meals of unspiced meats and tasteless
hidden by dense foliage. vegetables. Mud dwarves have a modicum of trade established with both
Derangers posses an ability that the average evil ranger does not possess: Creeps and Bayou Halflings. They prize oyster shells, trading their diamonds
biomimetic exvisibility — a gift of the corruption. An exposed Deranger for the highest quality shells, polishing them to decorate the handles of their
using biomimetic exvisibility appears as pure, black nothingness in an outline weapons and tools. Oddly, Mud Dwarves are the only known humanoid race
of its body, as “exvisibility” absorbs light completely (see below). that has been known to have limited contact with the Arachane (Father
Mechanically, Derangers are otherwise normal rangers in all respects, Longlegs to the dwarves). Mud Dwarf music is environmentally clever,
although in their madness each has selected its own race as its favored enemy. consisting of turtle shell drums, conch shell horns, oak clappers, single-stringed
Derangers often choose the Hidewalker (new class) to add to their ranger bow harps, bullroarers (twisted wood waved through the air), ankle rattles,
class. click-sticks, reed whistles, and cypress flutes.
Authority Figure: Fasaris Hightower; male half-elf Rgr7/Hdw5; AL LE; The dwarves entertain themselves with dread grog, music, and pottery.
Survival 12; Track, Improved Two-Weapon Fighting, Weapon Focus (light The dread grog, sometimes referred to as swamp rum, is toxic. Non-dwarves
crossbow); Favored Enemies of elves, Giant Eagles. that imbibe more than a few swigs of the green liquid are often left catatonic
Biomimetic Exvisibility (Ex): Biomimetic exvisibility mechanically (Fortitude, DC 15, 3d20 hours) for hours, or even days. The recipe, consisting
works the same as biomimetic invisibility, except that these microscopic of wormwood, mandrake, henbane, aromatic herbs, tree resin and 80%
AETERNUS, ARCH OF Granted Power: Once per week, a vane of Baromet can predict sky and
Aeternus is the deity of infinity that is not yet born, and yet has always water weather (including a tsunami, but not an earthquake) for the next week,
been (such is the nature of a temporal deity). In 97,000 years Aeternus is in a radius of 50 miles. They can also weaken natural storms to half of their
created by the unity of two alien deities: a god of war and a goddess of aging. destructive power by using a power they call divine cyclolysis.
Aeternus exists outside of time, and can appear in all times and places, so she Favored Weapon: Bowsling (new weapon).
may have clerics in times long before she was created. Authority Figure: Jockameaux Scarsmill (vane), Bayou Halfling, Clr4;
Aeternus is the god of the Temporal Paladins (also born in the future), AL NG
an enigmatic order of time-traveling knights that protect infinity. These Honored Prayer of Baromet: “Peace of sky and shallow path shall know
paladins created a temple on the Elemental Plane of Time. It can be accessed thy favor and thy wrath. Spare us Baromet from deluge and storm, send us
in all times by the “Arch of Aeternus,” which is known as the “Portal of rain and sun for crops new born.”
the Ages” in Dreadmire. Refer to the “Collectanea of the Bizarre” section
for more details. DAELUNE (UNDEAD MOON)
Holy Symbol: A moebius strip, sometimes drawn as an infinity symbol. During the high time of necromancy millennia ago, the animus of the second
Favored Weapon: Moonstick (new weapon). moon was destroyed and reanimated by the necromancer druids as Daelune,
Authority Figure: None in this time period. an undead spirit. Daelune is covered with oily black soil, undead humus
Prayer of Aeternus: “Aeternus, you remind us that suffering strengthens. excreted by the satellite, and is populated by undead plants and animals. At
Time is a test of trouble, but not a remedy. Guide our temporal wisdom for the night the dark moon appears as a purple oval among the stars and is visible
duties you desire of us.” during the day as a dark spot against a blue sky. It produces only localized
gravity and does not affect the tides of Silur. Daelune is worshipped by esoteric
BAROMET, AERIE OF cults that venerate animals, necromancy, and plants, including Druins, and
Holy places of the weather god Baromet are invariably in lofty locales, some druids that have become sentient undead.
either at the tops of tall trees or the pinnacles of a mountain. In Dreadmire, Holy Symbol: A dark spot in a star field.
shrines of Baromet can frequently be found at the crest of elder cypress trees. Favored Weapon: Moonstick (new weapon).
Masses, if held at all, are done as near as one can get to these places. Shamans Authority Figure: Antiebus, female human Drn4; AL NE. Her male
of Baromet are usually the only persons allowed to enter his holy shrines. companion is Borhexus, the authority figure for Verdurzuzu.
Consequently, worshippers of Baromet are not a fanatic lot, preferring instead Honored Prayer of Daelune: “Grant me the power of your darkened soil
to congregate when bad weather approaches, to pray for good crop weather, and everlasting death.”
or pray for forgiveness after a hurricane or waterspout.
Baromet promotes rebirth through destruction. That which is old must EALUNE (NIGHT), EASOL (DAY)
be torn down and rebuilt anew. Baromet’s methods of destruction involve Refer to the Darkworker and Lightworker classes (both new) for more
air and water, and to a lesser extent fire. He can rain down fire in the form information. Also refer to Daelune above.
of lightning, cause floods from storms, create earthly upheaval from Holy Symbol: A triquetra formed of three interlaced loops.
tornadoes, and splinter homes with gale winds. Baromet’s goal is not total Favored Weapon: Moonstick (new weapon).
destruction. Reconstruction is also important to his dogma. Forest fires Sons Authority Figure: Guru Evien Lightbearer, male halfling Clr5/Ltw9;
can cleanse the land from harmful dense overgrowth. Hurricanes can erode AL NG.
the coastline to aid in circulation of the sea. An ice storm can prune the Daughters Authority Figure: Guru Atlor-Anahan Etherdust, female human
elder trees of their diseased limbs. A waterspout can carry wildlife to distant Clr6/Dkw7; AL CN.
barren lakes. Not all with Baromet is what it seems, and is true with his Honored Prayer of the Sons & Daughters: “O ye nights and days bless the
religion. gods in your praise and magnify forever their glory. We have erred and strayed
Weather is to be respected. There is a cosmic plan, and Baromet knows away from what is right. Give us pure hearts in light places and pure courage
best. There is a reason for good weather and bad weather, and mortals are not in darkness.”
always able to understand it. The local priest, a “vane” of Baromet, can often
predict weather, and ask for protection when dangerous weather is nigh. FORCES, CONTINUUM OF
Baromet is not deaf when his vanes speak, and villages have been known to In primordial times the sentient elements set down the rules of the
be spared weather’s wrath when homage has been appropriately given. multiverse, then hid this knowledge from its inhabitants and even perhaps the
Holy Symbol: A grizzled man with eyes of clouds, hair of wave crests, gods. At best, mortal beings understand earth, air, fire and water and their
and a mouth of rain. interaction with positive and negative energies. These are the forces known
Arseneaux Hammertow (normal form) family’s position within the tribe, so he puts up with her constant fawning as
Weregator male halfling (stout); Small shapechanger (4ft. 3 in. tall); hp 52; a courtesy (all the while grimacing).
Init +1 (Dex); Spd 20 ft.; AC 15 (+1 halfling, +1 Dex, +3 hide armor); Atks Olav is well respected within the tribe, thanks in part to his obtaining the
unarmed strike +5 melee (1d3-1 (Str) subdual); sling stick +8 ranged (1d4), titanic maul during a battle against raiding mountain giants. The maul has
blow gun ranged +7 (paralyzation poison, Fortitude save at DC 16, lasts 2 proved to be useful in defending the tribe from all types of invaders — human
rounds); SQ Alternate Form, rogue abilities [evasion, uncanny dodge, Dex and monster alike. Olav is obsessed with his maul. It never leaves his side.
bonus to AC & cannot be flanked, traps], improved control shape, halfling Olav experiences trepidation when he encounters arcane magic. He does
traits [+2 against fear], lycanthropic empathy ; AL NG; SV Fort +11, Ref not realize (nor would he believe) his maul and helm are magic, believing
+7, Will +7; Str 8, Dex 13, Con 17, Int 16, Wis 14, Cha 11; Skills: Craft instead that it is an innate talent he possesses. He can often be heard to say,
(shipwright) 15*, Diplomacy 10, Hide 5, Listen 18, Move Silently 4, Perform “Olav no like magic” when he knows arcane workings are afoot. Olav is not
(squeezebox) 3, Profession (sailor) 14, Search 4, Speak Language (halfling), above using juju when life is at stake; he just likes to stay far away from magic
Speak Language (aquan), Speak Language (Lizardfolk), Speak Language as often as he can.
(elven), Speak Language (gnome), Speak Language (hunting language), Spot
14, Swim 7, Survival 11; Feats: Skill Focus (Profession [sailor]), Skill
Focus (Craft [shipwright]), and Weapon Focus (sling stick). Angiss the Prophet
Equipment: Sling stick & 23 flint discs (new weapon), blowstick & 9
Small male humanoid (½ wood elf + ½ halfling mix); Com1; hp 2; Init +0; Spd
poison needles (new weapon), pouch containing 37 cp.
30 ft.; AC 10; Atks +0 melee (unarmed strike 1d3 subdual); AL CN; SV Fort
Personality/Description: Arseneaux Hammertow is a plump but muscular
+0, Ref +0, Will +0; Str 8, Dex 10, Con 12, Int 10, Wis 11, Cha 14; Skills:
albino halfling with thick white sideburns. He retains his albino appearance in Craft (whittling) 4, Handle Animal 4. Height 3 ft. 7 in.
alligator form, which makes him easy to spot as a “white gator.” He is Equipment: Wooden box.
frequently dressed in garments made from hand worked giant toad hide. He
Personality/Description: Angiss is half halfling and half elf. He is
makes a living as a shipwright artisan and is the captain of a bayou trading
frequently found at the outskirts of a halfling village spouting prophecies
vessel that he constructed.
from upon a wooden box. Angiss has the ability to divination, as the spell,
Arseneaux contracted Weregator lycanthropy in his early thirties. The continuously. The information he receives is not always wanted, nor can he
unfortunate happenstance was a hindrance at first, but as he gained control of direct it by asking specific questions. Unlike the divination spell, the
his lycanthropy it turned out to be quite useful. As a Weregator, Arseneaux information Angiss is imparted is always accurate — however,
achieved nearly unfettered access to the deep parts of the swamp and increased
often the information he receives is open to interpretation or
his knowledge of the water — an excellent insight for a shipwright.
a bit metaphorical in nature. When not at the edge of town,
Arseneaux, like most Bayou Halflings, can speak and understand a halfling Angiss is likely to be perched outside of Aqadie Inn, shouting
hunting language based on the sounds of swamp animals (buzzes, growls, random prophecies for coins thrown at his feet. He has no
chirps, whistles, hoots, howls, rattles, etc). This communication method is permanent home, but sleeps at several churches.
not secret, but it is difficult for muka to learn its nuances.
Angiss is the grandson of the halfling wizard Persus
Hillcrest. His father, Marshol, was killed 20 years ago
by a green dragon that took up residence in the swamp
Olav Timberlight (the dragon was later destroyed by the black dragon
Medium male human; Bbn6; hp 36; Init +3 (Dex); Spd 40 ft.; AC 16 (+3 Lutcher). His powers of divining manifested after a
Dex, +3 hide armor); Atks +6/+1 (+3 titanic maul 4d10); SQ Barbarian severe blow to the head. These powers allow him to
abilities [rage 2/day, fast movement, Dex bonus to AC, can’t be flanked]; receive visions of the future like a radio tower receiving
AL CG; SV Fort +5, Ref +2, Will +2; Str 19, Dex 17, Con 15, Int 4, Wis random signals from every direction. In some cases,
12, Cha 8; Skills: Craft (sculpting) 11, Hide 3, Listen 8, Search 3, Spot 7, the mere presence of a person can reveal information
Survival 13. about their future. Sometimes this future is immediate,
Feats: Power Attack, Cleave, Great Cleave. sometimes far in the distance. Angiss has no control
Equipment: Hammer, chisel, +3 titanic maul, helm of comprehending over what he sees. Interpretation is subjective of course, and Angiss has
languages and reading magic. learned to describe what he sees rather than interpret the visions himself.
Personality/Description: Olav Timberlight is the dimwitted son of While Angiss dreams of living like a normal halfling, he will continue to
Olnek, a Medicine Man (new prestige class) of the Tsorf tribe Mountain stand on a box and reveal the sights of the future until his visions stop. His
Nomads. He is a roughneck with an unusually kind demeanor for a belief is that this divine gift requires him to devote his life to the visions.
barbarian. Unfortunately, his low intelligence predisposes him to be the Why, he cannot say. He is not interested in selling his prognostication
subject of jokes. He removes the sting of such humor by adding his own self- services (although donations for the free info are welcome) nor making
deprecating jokes to the mix. His sense of humor is uncommon and witty, friends.
belying an underlying wisdom.
Olav is a man of few words. It is
not that he does not talk a lot, he Tinkin “Tink” Gulldander
just knows very few words to speak.
Small male humanoid (gnome); Rog5/Sor5 (new); hp 30; Init +0; Spd 30 ft.;
He almost always refers to himself
AC 10; Atks +5 ranged +3 arquebus (1d10) or +3 melee gnome hooked
in the third person, such as, “Too
hammer (1d6/1d4); AL LG; SV Fort +1, Ref +1, Will +4; Str 10, Dex 14, Con
much thinking give Olav headache,” 11, Int 10, Wis 17, Cha 7; Skills: Alchemy 8, Balance 4, Craft (trapmaking)
“Olav hungry,” “Olav want to kill 4, Knowledge (arcana) 4, Knowledge (astronomy) 6, Listen 4, Move Silently
something,” or the ever popular,
4, Open Lock 12, Profession (horologist) 4, Search 4, Spellcraft 4, Use
“Olav so confused.” His favorite
Magic Device 2, Use Rope 4. Feats: Brew Potion, Craft Wondrous Item,
greeting is simply, “Me Olav.”
Exotic Weapon Proficiency (firearms)
Olav spurns the advances of Equipment: +3 arquebus (DMG Ranaissance Weapons, treat as a pistol),
Orga, a burly female barbarian that loupe of appraisal (Appraise skill +25).
makes overt advances towards Olav
Personality/Description: Tink’s true nature is apparent immediately: a
on a regular basis. His father wants
thick nose, dark hair curls over his high forehead in unkempt tufts and bushy
Olav to marry Orga since she is the
eyebrows that arch high on his long 48-year-old face that emphasize his
daughter of the chieftain. Olav dares bulbous eyes and thoughtful demeanor.
not insult her for fear of hurting his
“You may drive out nature with a pitchfork, yet she comes charging back.”
~ Merkansa Miller, monster hunter
95
receives damage. with its body. This not only makes it move faster in water, but also gives it
Caustic Base (Ex): The creature secretes a digestive base (new weapon) the added length of its humanoid body section, which can affect its reach
that dissolves organic material and stone quickly, but does not affect metal. during combat.
A slam or engulf attack deals alkaline damage, and the opponent’s non-
metallic armor and clothing dissolve and become useless immediately. An COMBAT
equal amount of acid neutralizes base, and acid causes quadruple damage to Although not generally evil, Alligataurs are
an Abysmal Ooze. easy to anger and often provoke fights. They are
Energy Drain (Su): An Abysmal Ooze can slowly drains life levels typically armed with barbed spears (new weapon) or
from any paralyzed creature that is also engulfs at the rate of 1 level per greatclubs to enforce their will. Gataurs favor massive
2 rounds. As the energy drain withdraws the life force, the victim appears clubs in combat. If no club is available, Alligataurs use
to age horribly until the creature dies old and their bite and improved grab abilities to defeat
shrunken at level 0. For every 10 levels drained, opponents. Ambush is their preferred fighting strategy.
an Abysmal Ooze gains 1 HD or can choose Improved Grab (Ex): To use this ability, an
to heal itself completely. An Abysmal Alligataur must hit an opponent of the Gataur’s size or
Ooze may choose to eat living creatures instead of smaller, with its bite attack. If it gets a hold, the Gataur
draining them of life levels. For example, the ooze may grabs the opponent and drags it into deep water,
choose to digest a creature resistant to energy drain attempting to pin it to the bottom. An Alligataur
attacks. automatically deals bite damage each round it
Engulf (Ex): An Abysmal Ooze can move maintains the pin.
over opponents, engulfing as many creatures as it can Anti-Coagulant Saliva (Ex): The
cover, as a free action. Opponents can make a Reflex save (DC 17) saliva of an Alligataur causes wounds to remain
to avoid being engulfed. Those that fail or refuse to make a saving throw bleeding for 1 hour unless magical healing is applied.
can make attacks of opportunity against the Abysmal Ooze. Engulfed creatures Damage caused by the continued bleeding is 1 hit point per
are subject to the Abysmal Oozes caustic base and paralysis secretions. minute. The bleeding can be stopped with the successful application
Paralysis (Ex): Any creature touching an Abysmal Ooze must make a of the Heal skill, or any magical curing spells.
successful Fortitude save (DC 29) or the victim is paralyzed for 6d6 rounds. ANTHROACH
Suggestion (Sp): An Abysmal Ooze can make a suggestion, as the spell, Small Monstrous Humanoid
once every round, as a standard action, via its telepathy ability. These powerful Hit Dice: 1d8+4 (8 hp)
suggestions require a successful Will save (DC 17) to avoid. An Abysmal Ooze Initiative: +3 (+3 Dex)
does not typically engage in conversation with anyone but its master or Speed: 20 ft. (2 legs), 60 ft. (6 legs), climb 20 ft. (2 legs), climb 60 ft. (6 legs),
recognized proxy unless it is seriously threatened. fly 10 ft (clumsy)
Telepathy (Sp): An Abysmal Ooze can communicate telepathically with Armor Class: 14 (+1 Size, +3 Dex), touch 14, flat-footed 11
any creature within 100 ft. that has a language. It uses this ability to detect Base Attack/Grapple: +1/-3
approaching creatures, so it is seldom surprised. It also uses telepathy with its Attack: Crude spear +4 ranged (1d6-1)
suggestion ability. Full Attack: Bite +2 melee (1d3-1); or claw +2 melee (1d2-1); or crude spear
ALLIGATAUR +4 ranged (1d6-1)
Large Monstrous Humanoid (Reptilian) Space/Reach: 5 ft./5 ft.
Hit Dice: 4d8+12 (30 hp) Special Qualities: Adhesive climb, body compression, darkvision 60 ft.,
Initiative: +2 (Dex) light blindness, multi-dexterous sprint
Speed: 30 ft. (6 squares), swim 40 ft. (poor) Saves: Fort +5, Ref +8, Will -2
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 Abilities: Str 10, Dex 17, Con 18, Int 9, Wis 7, Cha 1
Base Attack/Grapple: +4/+12 Skills: Balance +0 (+12 racial bonus), Hide +3 (+8 using body compression),
Attack: Greatclub +7 melee (1d10+4) Move Silently +3
Full Attack: Bite +7 melee (1d8+4); or greatclub +7 melee (1d10+4); Feats: Multiattack, Multidexterity, Run
or tail slap +7 melee (1d12+4) Environment: Temperate to warm marsh and land
Space/Reach: 10 ft./5 ft. Organization: Solitary, Clutch (1-4), Guard (5-8), Gang (9-16), Colony
Special Attacks: Improved grab, anti-coagulant saliva (17-32), Cluster (33-64) or Tribe (65-128)
Saves: Fort +5, Ref +0, Will +2 Challenge Rating: 1
Abilities: Str 19, Dex 14, Con 17, Int 8, Wis 13, Cha 7 Treasure: Standard
Skills: Hide +8, Listen +4, Move Silently +4, Spot +4, Survival +5. Alignment: Often lawful evil
Feats: Alertness, Skill Focus (Hide), Weapon Focus (bite) Advancement: By character class
Environment: Warm marsh These vile creatures primarily roam the deep Backswamp where they
Organization: Solitary, pair (2), family (3-5) or colony (6+) scavenge on carrion, plants, fungi, oozes, and even roots in underground
Challenge Rating: 5 ruins. Anthroaches thrive in areas of filth and decay, striving to hasten
Treasure: Standard natural decomposition. These disgusting insectoids pollute wherever they
Alignment: Often chaotic neutral roam with the stench of despair, disgusting their foes and driving all from
Advancement: By character class, usually Tatau Warrior (new class) their habitat.
Alligataurs, or Gataurs as they are sometimes called, are marshland creatures Anthroaches have six legs, but can switch between walking upright on
possessing the lower body of an alligator and the upper torso, arms and head their two hind legs (move 20 ft.) and walking on all six legs (move 60 ft.).
of a well muscled humanoid. The skin of the humanoid has an almost When moving on all six legs, they may sprint. Even during a sprint, an
unnoticeable green tinge to it, giving rise to other names for the creatures, Anthroach can turn instantly in any direction, at any speed, using its six feet
such as the “scale skins” or “green bloods.” for perfectly synchronized weight distribution.
There is one large Alligataur colony in Dreadmire and a score of smaller Anthroaches migrated across the mountains and are not creations of the
family units scattered throughout the Backswamp. Behavior of these creatures Dark Pollen. In an Anthroach tribe, the first birth over 128 causes a colony
is much similar as one would expect from horse-bodied centaurs, cautious and to leave and start a new tribe elsewhere. Anthroach language is a dialect of
serious, tribal in organization, shunning most humans. The Gataurs otherwise Insectid (new language) based on hums and clicks of varying pitches.
exist through fishing and hunting, as well as trading with select marshland
humanoids. Their lairs are surrounded by traps and purposely cultivated flesh- COMBAT
hungry plants. Anthroaches attack from an elevated position, seeking to overwhelm and
Gataurs are generally 11 feet long in their lower body and can reach up to outflank their opponents by flying into melee. They have little regard for
4 feet in height for the upper torso. A Gataur can flatten its upper torso in line personal safety, placing the best interests of their tribe ahead of their own.
“She who fights monsters should take care, lest she become a monster herself.”
~Eldes Brandebeer, Freak Knight
96
LYCANTHROPE, WEREGATOR Curse of Lycanthropy (Su): Any humanoid or giant hit by a Weregator
bite attack in alligator or hybrid form must succeed on a Fortitude save (DC
GATOR FORM 15) or contract Weregator lycanthropy.
Small Humanoid (Halfling, Shapechanger) Improved Grab (Ex): To use this ability, the Weregator must hit with its
Hit Dice: 1d8+1 plus 3d8+9 (28 hp) bite attack. It can then attempt to start a grapple as a free action without
Initiative: +2 (Dex) provoking an attack of opportunity. If it wins the grapple check, the Weregator
Speed: 20 ft. (4 squares), swim 30 ft. establishes a hold on the opponent with its mouth, and drags it underwater,
Armor Class: 18 (+2 Dex, +6 natural) attempting to pin it on the bottom.
Base Attack/Grapple: +3/+6 Underwater Scent (Ex): Weregators can detect underwater prey within
Attack: Bite +11 melee (1d8+8) or tail slap +11 melee (1d12+8) 90 ft. by sense of smell. If the prey is upcurrent, the range increases to 180
Full Attack: Bite +11 melee (1d8+8) or tail slap +11 melee (1d12+8) feet; if downcurrent, it drops to 45 ft.
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy, improved grab WEREGATOR LYCANTHROPY
Special Qualities: Alligator empathy, alternate form, damage reduction 5/ AS AN AFFLICTION
silver, hold breath, low-light vision (x2), scent, underwater scent When a humanoid contracts Weregator lycanthropy through a Weregator’s
Saves: Fort +10, Ref +6, Will +2 bite, no symptoms appear until the first night of the next spring tide (see
Abilities: Str 27, Dex 15, Con 23, Int 10, Wis 11, Cha 8 Swamp Ecology appendix). On that night, the afflicted humanoid involuntarily
Skills: Climb +2, Hide +4, Jump -4, Listen +3, Move Silently +1 assumes alligator form and forgets its humanoid identity. It seeks wilderness
Feats: Alertness, Iron Will, Skill Focus (Hide), Weapon Focus (longsword) areas, hunts natural prey, and avoids harming non-evil sentient creatures.
Environment: Temperate to warm marsh The humanoid remains in alligator form until the next dawn and remembers
Organization: Solitary, pair, family (3-4), pack (6-10), or troupe (family nothing about the entire night; unless a successful Will save (DC 15) is made,
plus related animals) thus allowing awareness of the affliction.
Challenge Rating: 5 Thereafter, the humanoid form is subject to involuntary
Alignment: Always neutral good transformation during two possible events: the night of a
Advancement: By character class spring tide or immersion in water. During either of these
events, the humanoid feels an overwhelming rage and
HYBRID FORM must make a successful Control Shape check (MM
Small Humanoid (Halfling, Shapechanger) Monster Skills and Feats) to resist changing into
Speed: 30 ft. (6 squares) alligator form. A humanoid aware of the
Attack: Claw +11 melee (1d4+8) affliction retains the identity of its humanoid
Full Attack: 2 claws +11 melee (1d4+8) or bite +11 melee (1d6+8) form, remaining in control of actions
Special Attacks: Curse of lycanthropy performed after the change. Each time a
Organization: Solitary or pack (2-12) humanoid that is not chaotic good changes
into alligator form, a successful Will save (DC
Although this type of lycanthropy can spread to other races, 15 + number of times changed to alligator
currently 99.99% are Bayou Halflings. They do not often leave form) must be made or the humanoid
opponents alive to spread the disease elsewhere. permanently shifts to a chaotic good
Weregators prefer to hunt animal or monstrous prey, alignment. A voluntary change (Control
shunning the taste for humanoid blood. They prefer to lie and Shape) automatically causes an
wait for their prey, poking their eyes just above the water’s alignment shift to chaotic good.
surface to observe. Once a character becomes aware
Bayou Halflings have legends of Weregators. In of the affliction, the change can be
some stories they are heroes, and in others they are voluntarily controlled using the
monsters. Regardless, any talk of Weregators is in a appropriate Control Shape skill
whisper, and any Bayou Halfling encounter with check DC. Voluntarily
one is likely to cause fainting. changing to alligator
Lizardfolk are immune to Weregator form during a
lycanthropy. Some of the more hostile clans spring tide is DC
hunt them for sport, suicidal as that may 15. Voluntarily
sound, and have directed their shamans to changing to
use the hides in creating magical shields. alligator form
Weregators are also sought by wizards who are a n y other time is DC
knowledgeable in the creation of magical clothing by using their leathery 20. Changing to hybrid form is DC 15 at any time. Changing
hides. back to humanoid form during a spring tide is DC 25. Changing back to
Weregators are diurnal, moving about both at day and night. They do not humanoid form during any other time is DC 20. Changing back to humanoid
lay eggs and can only procreate in their original form. form during the first night of a proxigean spring tide (see Appendix A: Swamp
Alligator Empathy (Ex): Weregators in any form can communicate Ecology) is DC 30.
with normal or dire alligators. This gives them a +4 racial bonus on checks MAGI CICADA
when influencing alligator attitudes and allows communication of simple Small Vermin (Corrupted)
concepts and (if the alligator is friendly) commands, such as “friend,” “foe,” Hit Dice: 1d8 (4 hp)
“flee,” or “attack.” Initiative: +0
Alternate Form (Su): A Weregator can shift into alligator form as Speed: 10 ft. (2 squares), climb 10 ft., fly 30 ft. (clumsy)
though using a polymorph spell on itself, though its gear is not affected. It Armor Class: 13 (+1 size, +2 natural), touch 11, flat-footed 13
does not regain hit points from changing form, and only the alligator form Base Attack/Grapple: +0/-4
can be assumed. A weregator can assume a bipedal hybrid form with prehensile Attack: Bite +1 melee (1d2)
hands and alligator features. Full Attack: Bite +1 melee (1d2)
Changing to or from alligator or hybrid form is a standard action. A slain Space/Reach: 5 ft./5 ft.
Weregator reverts to its humanoid form, although it remains dead. Separated Special Attacks: Deafening whine
body parts retain their alligator form, however. Afflicted Weregators find this Special Qualities: Vermin
ability difficult to control, but natural Weregators have full control over this Saves: Fort +2, Ref +2, Will +0
power. Abilities: Str 10, Dex 10, Con 11, Int —, Wis 10, Cha 5
MANGRY TREE
Hazard, CR 1
This plant is a Colossal relative
of the mangrove tree. However,
only a small portion of the tree
is visible above ground, making
it appear as a Huge mangrove
tree to onlookers. Without
warning, gigantic Mangry Tree roots can grow
seemingly out of control overnight, expanding as
thick vines over everything in a 30 ft. diameter. The tree has been
known to snake its roots over entire homes, trapping slumbering residents
inside. Even sleeping humanoids lying under the stars have been covered by
such growth. The attack is not intentional, and any victims are simply in the
wrong place at the wrong time. The creature is otherwise a normal tree,
affected by axe, fire and spells. It is neither animated nor intelligent.
“Hearing voices no one else can hear is not a good sign, even in the realm of magic.”
130 ~Professor Ostendorf, Mage Emeritus, M.D. (Magic Doctorate)
14) to avoid. PUFFBALL PHYLACTERY
An underwater species of this plant, the Monstrous Small Plant
Waterwheel, thrives in the deeper bayous, estuaries, lakes, Hit Dice: 10d8+20 (65 hp)
and swamps. It floats about underwater, using a trapping leaf Initiative: +4 (Improved Initiative)
to capture swimming prey. It can spin its waterwheel-shaped Speed: 5 ft. (1 square)
leaves to move slowly (speed 5 ft.) toward a potential victim. Armor Class: 25 (+1 size, +14 natural), touch 11, flat-footed 25
Waterwheels are at the mercy of currents, so they prefer Base Attack/Grapple: +7/+12
stagnant or slow moving waters. There is also the mobile Attack: Tentacles +13 melee (1d6+5 plus poison)
Stalking Flytrap that tracks prey on land instead of waiting Full Attack: 10 tentacles +13 melee (1d6+5 plus poison)
for prey to come to it (use tendriculos stats with Monstrous Space/Reach: 2½ ft./20 ft. (with tentacle)
Flytrap leaf trap rules). Special Attacks: Blindsense, constrict, poison, spiked
carapace
Special Qualities: Darkvision 60 ft., regeneration 5,
shatter weapon, superior low-light vision (4x), spell immunity
Saves: Fort +8, Ref +1, Will +8
Abilities: Str 20, Dex 10, Con 14, Int 8, Wis 12, Cha 6
Skills: Hide +10, Spot +10
Feats: Combat Reflexes, Improved Grapple, Improved
Initiative, Improved Unarmed Strike, Multiattack (racial bonus)
Environment: Any moist or underground
Organization: Solitary, soul garden (2-6), savage garden (7-20),
spirit field (21-10,000)
Challenge Rating: 14
Treasure: None
Alignment: Always the same as the soul gardener
that created it
PITCHER PLANT Advancement: None
Hazard, CR 6 – A Monstrous Pitcher Plant typically grows in swamps, Powerful fungi demons use Puffball Phylacteries to house their souls. The
producing a grove of 2d4 plants with 1d4 massive pitchers on each plant. more formidable the demon, the larger and more powerful the Puffball
Each plant is a cluster of tall, cup-like leaves shaped roughly like water Phylactery is. In fact, not all Puffball Phylacteries are the same. Unusual and
pitchers. A single pitcher is about 15 ft. tall and 5 ft. in diameter, containing bizarre variants are known to exist. In the chaotic evil Outer Planes, entire
40 cu. ft. of rainwater diluted with digestive bacteria, acidic enzymes, wetting forests of Puffball Phylacteries exist in “spirit fields”.
agents and insinuative narcotics. Some pitchers on the plant are high above Creating a Puffball Phylactery is both costly and time consuming. First, a
ground to catch giant flying creatures and birds by using a sweet smell to mundane puffball mushroom is transplanted from a giant fungus forest. Then
attract them. Other pitchers extend from the roots and are submerged below a cleric well practiced in alchemy, spellcraft, nature and necromancy can
ground level, effectively becoming a well-camouflaged pit trap [DC 20 grow a Puffball Phylactery in 9 months. After a magic transfiguration process,
Reflex save avoids, Search DC 24, Knowledge (nature) DC 5, Survival DC it is ready for use as a phylactery. The details of such processes are a closely
10] hidden by its own leaves and humus. guarded secret, known only to a few cambion clerics called “soul gardeners.”
Creatures of Medium or smaller size can fit through the opening of these
plants. The interior wall of a Monstrous Pitcher Plant is very slick, as if a COMBAT
permanent grease spell had been cast on it, and requires a Climb check (DC A Puffball Phylactery can direct its 10 unusually long (20 ft.) tentacles to
25) in order to ascend out. A trapped character can try to cut its way out using attack a single target, or up to 10 separate targets at the same time. These
claws or a light slashing weapon to deal 10 hit points of damage to the wall thin, whip-like appendages can inflict poison and 1d6 points of damage with
(AC 14). A typical Monstrous Pitcher is AC 14 and has 35 hp, but dealing it each hit, or grapple an opponent to constrict. When not in use, its thin
5 hp of damage or more ruptures it enough to drain the water from it. tentacles are retracted inside its body.
The internal water of each pitcher is dangerous, as evident by the floating Puffball Phylacteries are notoriously difficult to destroy,
skeletons and exo-skeletons of its previous meals. A trapped creature takes 1 which is why a demon feels safe placing its soul inside.
point of acid and 1 point of disease damage per round from virulent bacteria. Puffball Phylacteries
Any creature remaining inside a pitcher for more than 1 round is exposed to are immune to
a heavy dose of narcotics, requiring the trapped creature to make a successful weapons,
Fortitude save (DC 17) each round. Those that fail become docile and limp,
now exposed to the possibility of drowning (DMG).
There are many species of Monstrous Pitcher Plants, including the green
Monstrous Marsh Pitcher and red Monstrous Trumpet Pitcher. One
variant of the plant, the blue Monstrous Corkscrew Pitcher, “flushes” its
liquid, along with the trapped creature, into its hollow stalk to digest the
victim (much like a snake swallows and digests its prey). Creatures with the
Survival skill can easily avoid (DC 10) all Monstrous Pitcher Plant variants.
POLLENROSE
Harmless, CR 0
This green flower exudes a sappy fluid. Pollen
from many other plants sticks to the leaf and
the plant draws its nourishment from it.
The flower is considered a nutritious delicacy,
and when cleaned of pollen it is a beautiful
ornamental flower.
QUIXOTE
Small Animal
Hit Dice: 2d8+8 (17 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft (6 squares), swim 40 ft. (poor), climb 10 ft., fly 40 ft. (glide or
clumsy)
Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
hunting unsuspecting animals and Base Attack/Grapple: +1/+3
humanoids. It is muddy gray in color, and has fernlike gill tufts around Attack: Claw +4 melee (1d4+2)
its neck and head, making it look somewhat like a mudpuppy salamander. On Full Attack: 2 claws +4 melee (1d4+2)
the backs of these creatures are similar tufts, a crude camouflage that resemble Space/Reach: 2½ ft./2½ ft.
clumps of floating algae or moss. It is otherwise a monstrous looking beast, Special Attacks: Ferocity, rage, trip
having six suction-cupped, froglike feet on spindly legs jutting from a squat Special Qualities: Infrahearing, low-light vision (2x), glide, scent
body, and possessing eyes that can peer underwater and on the surface at the Saves: Fort +7, Ref +5, Will +1
same time. They possess a short swimming tail that resembles the tail of a Abilities: Str 14, Dex 14, Con 18, Int 2, Wis 13, Cha 7
salamander. It can climb sheer surfaces, sometimes dropping onto prey from Skills: Climb +3 (+8 racial bonus), Hide +3 (+6 racial bonus), Listen +4,
strong tree limbs above. Spot +4
Feats: Track
“Everything great and inspiring is created by the individual who can labor in freedom.”
~Arable Republic credo
137
Potion of Anti-Paralyzation: Imbibing this potion prevents (for 4d6+6 Ring of Darkvision: This allows the wearer to see in total, non-magical
rounds) or removes existing paralyzation, including magical types. It can also darkness up to 120 ft. It also allows vision of up to 10 ft. in magical darkness.
be administered via injury, and is used by some Bayou Halflings for creating Faint transmutation; CL 5th; Forge Ring, darkvision; Price 11,500 gp
anti-paralyzation blowstick needles. Ring of Fungi Friendship: A fungus, slime or ooze-based creature is
Moderate abjuration; CL 7th; Brew Potion, freedom of movement; Price friendly to the wearer of this ring, provided the creature fails a Will save (DC
50 gp. 15). If a charge is expended, the friendly creature guards and protects the
Potion of Plant Poison: This poison affects plant wearer. Up to 12 HD of creatures can be affected by
creatures that are normally immune to poison. It is this ring at one time, except if worn by a druid,
insinuated through the surface of the plant or its roots, in which case it can affect up to 24 HD at one
and causes damage like normal poison does to a time. This ring can be recharged, like some
mammal. This liquid inflicts 3d6 Constitution damage wands.
for initial and secondary damage, provided a Fortitude Moderate enchantment; CL 7th; Forge Ring,
save (DC 18) fails. Plants and plant monsters killed charm monster; Price 15,000 gp
by a potion of plant poison wither and turn black within Ring of Gelatinous Hue: This ring causes
2d4 rounds. Many varieties of this potion exist, each the wearer (and possessions) to become transparent,
with its own unique name and damage type. like a gelatinous cube. It requires a successful Spot
Faint necromancy; CL 5th or none (see check (DC 15) to see a creature wearing this ring.
prerequisites); Alchemy skill, 1 rank per DC of poison; Faint illusion; CL 3rd; Forge Ring, invisibility; Price 16,500
or Brew Potion, poison; Price Ranges from 90 gp to gp.
3,000 gp. Ring of Mud Melding: In same way that the meld into stone spell
Pulverizing Sling: A pulverizing sling acts as a typical sling, except that allows the melding of the caster’s body into stone objects, so this ring allows
normal stones thrown from it explode on impact, causing 6d6 points of melding with mud or dirt. The same limitations apply, although the duration
damage to the target. is 1 hour total per day.
Faint abjuration; CL 5th; Craft Magic Arms & Armor, explosive runes, Faint transmutation; CL 5th; Forge Ring, meld into stone; Price 23,000 gp
magic stone; Price 15,500 gp. Ring of Orchidae: This ring repels Plant creatures, such as shambling
Quant of Destination: This pole must be used normally to propel a mounds, phantom fungus, choke creeper vines or animated plants in the
vessel, as it offers no assistance in propulsion. With every push, this punting same manner as the antiplant shell spell. In the case of intelligent plants, the
pole magically steers the propelled water vessel toward the programmed effect is also in the mind, as with an antipathy spell. This inhibits the desire
destination. A command word is used to set the destination and must be of the plant creature to harm the wearer, wanting instead to get as far away
spoken again to change it. The destination must be a place the punter has as possible. The ring also acts as a diminish plants spell with a range and area
been to already. If the destination requires overland passage, the vessel runs of a “quarter circle” of 50 ft. (see spell description).
aground as close as possible to the requested destination. Strong enchantment; CL 15th; Forge Ring, antiplant shell, antipathy,
Moderate transmutation; CL 11th; Craft Wondrous Item, find the path; diminish plants; Price 40,000 gp
Price 10,800 gp. Ring of Transparent Foliage: This unique ring is formed from colorless
Quarterstaff of Balance: This staff gives the wielder a +10 bonus to all quartz. It allows the wearer to ignore camouflage when scanning for animals,
Balance checks. monsters, or non-living objects blocked from view by foliage. All plants
Faint transmutation; CL 5th; Craft Magic Arms & Armor, cat’s grace; within 90 ft. feet become transparent to the wearer. This allows hidden
Price 1,100 gp; Cost 550 + 44 XP. creatures to become easily spotted, the entrance to a cave blocked by a large
Quid of Scent Removal: When this gum resin is chewed continuously bush to be uncovered, an overgrown idol covered in vines to be found, etc.
for at least 3 rounds, it eliminates all emanating scents, preventing creatures Plant creatures are not affected, thus they too are easily uncovered. A
with the scent ability from tracking the chewer via smell. As long as chewing creature or object protected by anti-scrying magic appears transparent along
continues, the effect continues indefinitely. Once paused, with any plants.
another 3 rounds of chewing is required to reinstate the effect. For Moderate divination; CL 9th; Forge Ring, true seeing;
the purpose of this magic item, “chewing” means biting down Price 12,000 gp
on the quid at least every 5 seconds. Ring of Vortex: This clear glass ring can be commanded
Faint transmutation; CL 1st; Craft Wondrous Item, pass to issue a thin, powerful blast of air. The ring alters the size
without trace; Price 25 gp. of the vortex for the targeted creature, and only one may be
Rack of Eternal Torture: This minor artifact is a truly targeted per round. A creature hit by a vortex must make a
sadistic and horrific device from an age of necromancy long successful Reflex save (DC 18) to avoid being knocked down
past. It is a table with wrist and ankle straps meant to bind a (DMG Condition Summary). Those that fail their save are still
creature to its surface. When the command word is spoken, the checked (DMG Condition Summary) by the vortex for 1
device causes wracking pains, similar to that of a symbol of pain round. A ring of vortex otherwise has the same affects as a
spell, for 2d% rounds. Once this cycle is complete, the creature gust of wind spell.
dies of an effect similar to a power word, kill spell. The victim Faint evocation; CL 5th; Forge Ring, gust of wind; Price
lies on the rack, lifeless, for another 1d10 rounds, and then is subjected to a 3,200 gp
true resurrection effect. This cycle of pain, death and resurrection continues Ring of Beasts: This ring enables a druid with the wild shape ability to
until the straps are undone. A being exposed to this process for too long may take the form of a magical beast, as long as the beast’s size is no larger than
become a Faded Soul (new template). A rack of eternal torture can only the druid’s size (Medium druid can turn into a Medium beast or smaller, but no
resurrect a creature that it killed. bigger). The wild shape is form only, and does not include any special attacks
Overwhelming necromancy; CL 20th; Weight 150 lb. or special qualities.
Ring of Controlling [creature type]: There are three classes of this Moderate transmutation; CL 7th; Forge Ring, animal shapes, polymorph
ring, and each is tuned to a specific animal, humanoid race or monster. Only self; Price 17,000 gp
one subject may be controlled at any one time, for a period of 1d4+1 hours Rod of Fungi Summoning: Once per hour, by submerging this rod
per day. The effect is the same as if a dominate animal, dominate person or halfway into the ground, a fungus creature or Macrofungus (new monster)
dominate monster spell were cast on the target creature. All Will saves (DC hazard grows from the soil in 1d4 rounds. The conjured fungus obeys
15) apply. Creatures that become uncontrolled are confused (DMG Condition commands to the best of its abilities. Summoned creatures are typical for
Summary) for 3d4 rounds and wander away during this time. their species and can have no more than 10 HD.
Faint enchantment; CL 5th (animal) or 10 th (humanoid race) or 17 th Strong conjuration; CL 17th; Craft Rod, summon nature’s ally IX; Price
(monster); Forge Ring, dominate animal, or dominate person, or dominate 114,750 gp
monster; Price 30,000 gp (animal), 80,000 gp (humanoid race) or 306,000 Rod of the Marshwarden: The wielder of this rod may employ a
gp (monster). continuous deathwatch spell, which remains in effect while it is held up
“Humans call it luck when you’ve acted more sensibly than they have.”
~Glyphs from Stonecipher
161
CHAPTER 7: NEW JUJU SPELLS
Juju is a type of folk magic used before the rise of great stone cities, when Twinspeak: Two creatures speak unique language.
shamans, midewiwin, and gurus guided the spirits of the dead from shadow to
light. Juju spells are not just swamp or druid spells, but encompass a wide
variety of spells that includes all forms of environmental forces. From salt to
3 RD
-LEVEL CLERIC SPELLS
fresh water, mud to dirt, rain to sunshine, healing to pain, darkness to light, Dumbstruck: Target is unable to speak.
animals to plants, blessings to curses, minerals to metals, and so on. Juju is the Propulsion: Propel a conveyance magically.
magic of the common folk.
5 TH
-LEVEL CLERIC SPELLS
BARD SPELLS Dream Commune: Converse with a dreaming creature.
There are no new 6th-level or 9th- level bard spells in the region. Poxy: Infect creature with deadly contagious disease.
Bard spells can be used by the Freak Knight class. Balladmongers have
their own spell list (see class description for details).
6 TH
-LEVEL CLERIC SPELLS
5 TH
-LEVEL BARD SPELLS FUNGI/OOZE DOMAIN*
Insect Size: Shrink creature 1/10 size, +5% remaining size/level. Deities: Leucopraxus
Primal Scream: Loud animal noises disguise long-distance messages. Granted Power: Detect animals/plants (oozes and fungi only) once a
day as a spell-like ability.
7
1 Invisibility (to oozes and fungi only)
TH
- LEVEL BARD SPELLS 2 Speak with animals (works only on oozes)
Detect Deeper Thoughts: All memories of target are known to you. 3 Speak with plants (works only on fungi)
4 Control plants (fungi only)
5 Command plants (fungi only)
8 TH
-LEVEL BARD SPELLS 6 Awaken (oozes and fungi only)
Dream Dispersion: Dream message sent to all in the area. 7 Antiplant shell (fungi only)
8 Animal shapes (oozes only)
CLERIC SPELLS 9 Shambler (summons 1d4+3 ochre jellies instead)
*Non-domain spells can affect plants and animals.
There are no new 4th-level or 8th- level cleric spells in the region.
Cleric spells can be used by the Darkworker, Deathslayer, Houdoan,
PACIFIST DOMAIN
Lightworker, Marshwarden, and Phyxius classes.
Deities: Easol, Leacon
Granted Power: Sanctuary, once per day per level
0-LEVEL CLERIC SPELLS (ORISONS) 1 Manacles (new)
Palliate: Eliminates minor physical discomforts. 2 Hold person
3 Wind wall
1
4 Charm monster
ST
-LEVEL CLERIC SPELLS 5 Wall of stone
Conjure Missilry: Conjures non-magical missiles. 6 Mass suggestion
Manacles: Spheres of force handcuff a creature. 7 Repulsion
Reverse Water Damage: Repairs defects caused by natural water. 8 Binding
9 Miracle
2 ND
-LEVEL CLERIC SPELLS
EXTRAPLANAR DOMAIN
Mystic Outcry: Last ditch divine cry for help. Deity: Easol
Palliate, Greater: Removes magical discomforts. Granted Power: Protection from evil, at will
Transmogrify: Deforms target creature. 1 Rope trick
“That needle prick made me feel woozy. I bet that skeleton in the corner felt woozy too.”
~Thericker of Shallmet, paladin of Leacon the Duck Lord
166
2 Magic circle against evil Fungal Corpse Animator: A fungus repairs and controls a zombielike corpse.
3 Lesser planar ally Fungus Biceps: Violet fungi arms attack owner.
4 Dismissal Gelatinous Slime: Acidic slime on surface, 1d2 damage on contact.
5 Planar binding Granddaddy Long Legs: Spiderlike legs grow from back.
6 Banishment Moss Monster: Moss animates and obeys commands.
7 Greater planar ally Mudbug Snap: Hands become pincers, 1d6 damage each.
8 Greater planar binding Mystic Outcry: Last ditch divine cry for help.
9 Gate Natatorial Gift: Enhanced swimming ability.
Palliate, Greater: Removes magical discomforts.
MARSHWARDEN DOMAIN Raise Dead Plants: Restore life to normal dead plants.
Deity: Marais Spittlebug High Jump: Jump vertically 115 times body length.
Granted Power: Destroy lesser undead when normally turned Stagnant Water: Prevents current and wave formation.
1 Deathwatch Torpor: Induces sleep in animals, plants and hybrid monsters, 12 HD total.
2 Shard spray (new) Transmogrify: Deforms target creature.
3 Meld into mud (see ring of mud melding) Twinspeak: Two creatures speak unique language.
4 Death ward Underwater Speech: Communication via underwater animal sounds.
5 Slay living Violet Burst: 1d6 damage per level to fungi/oozes/slimes.
6 Stoneskin Waterlogged: Half damage from fire.
7 Regenerate Water Proxy: Breathe both salt and fresh water.
8 Iron body Wave Action: Waves capsize boats, drown swimmers.
9 Elemental swarm (Marsh Elementals only)
TIME DOMAIN
3 RD
-LEVEL DRUID SPELLS
Deity: Aeternus Algae Bloom: Marine Slime forms from algae.
Granted Power:True strike once a day as a spell-like ability. Animal Sense: Target receives animal sensory ability.
1 Augury Animate Dead Plants: Creates undead plants.
2 Slow Animate Undead Plant or Insect: Creates exoskeletons and buzzombies.
3 Haste Callum: Increases natural armor class +3, and +2/3 levels.
4 Divination Discover Wildlife, Greater: Detects animals/plants, similar shapechangers.
5 Teleport Frog Climb: Climb 30 ft., horizontal/vertical surfaces, +30 to Jump skill.
6 Plane shift Jetsam Dunk: Target sinks to bottom underwater.
7 Moment of prescience Lizard Tongue: 15 ft. tongue causes deadly infection if it hits a creature.
8 Temporal stasis Mire Fire: Ignite swamp gas, 1d4 damage/level, 5d4 radius.
9 Foresight Necrobacillosis: Causes debilitating non-fatal disease.
DRUID SPELLS Nectoplasmic Form: Turn create into sentient, mobile water.
Propulsion: Propel a conveyance magically.
Druid spells can also be used by the Druin, Muckranger (orisons only), Quagmire: Creature sinks slowly into ground.
Nature Bard, and Sorcerer Druid classes. Reed Transfixion: 3d4 damage/level from flying reeds.
Siphonoplax: Barncale skin becomes AC 19.
0-LEVEL DRUID SPELLS (ORISONS) Swarmmorph: Subjects changes into a swarm.
Palliate: Eliminates minor physical discomforts. Water Bomb: 1d6 damage/level from explosive water.
Pollen Cloud: Blown pollen causes hay fever. Waterbug Walking: Skate across water surface.
Whirlpool: Capsizes small boats, 2d8 battering damage, drowning.
Sense Emotion: Sense what others are feeling.
1 ST
-LEVEL DRUID SPELLS 4 -LEVEL DRUID SPELLS
TH
“Outside of a dog, a spellbook is man’s best friend. Inside of a dog it is too dark to read.”
~Ohcuorg of Amandla, half-orc Nature Bard
167
6 -LEVEL DRUID SPELLS
TH Gelatinous Slime: Acidic slime on surface, 1d2 damage on contact.
Mudbug Snap: Hands become pincers, 1d6 damage each.
Create Undead Plant or Insect: Create lesser undead insects/plants. Shard Spray: Shatters fragile objects, shards do 1d4 damage.
Humanoid Formation: Create humanoid from an animal. Spittlebug High Jump: Jump vertically 115 times body length.
Insect Size, Mass: As insect size, except more creatures. Spoonbill Feeding: Obtain food in shallow waters.
Straw Fetish: Enchanted doll causes -1 to -4 penalties to target. Stagnant Water: Prevents current and wave formation.
Summon Greater Swarm: Summons local swarms 9 HD or less. Torpor: Induces sleep in animals, plants and hybrid monsters, 12 HD total.
Twinspeak: Two creatures speak unique language.
7 TH
-LEVEL DRUID SPELLS Underwater Speech: Communication via underwater animal sounds.
Waterlogged: Half damage from fire.
Animate Undead Swarm: Create undead reaper swarms.
Water Proxy: Breathe both salt and fresh water.
Crabformation: Heals body and regrows lost limbs.
Wave Action: Waves capsize boats, drown swimmers.
Deadoak: Animate dead oak tree protector.
Dream Dispersion: Send dream message to multiple creatures.
Flash Flood: Water from ground drowns and batters creatures. 3 -LEVEL RANGER SPELLS
RD
Slow Death: You slowly and painfully kill a creature. Callum: Increases natural armor class +3, and +2/3 levels.
Quagmire, Mass: As quagmire, except more creatures. Granddaddy Long Legs: Spiderlike legs grow from back.
Water Toxification: -4 penalty attack/saving rolls, water poisoning. Discover Wildlife, Greater: Detects animals/plants, similar shapechangers.
Winged Wonder: Imbues a creature with wings. Jetsam Dunk: Target sinks to bottom underwater.
Mire Fire: Ignite swamp gas, 1d4 damage/level, 5d4 radius.
8 -LEVEL DRUID SPELLS
TH Reed Transfixion: 3d4 damage/level from flying reeds.
Water Bomb: 1d6 damage/level from explosive water.
Bestow Progressive Curse: A progressive debilitating or deadly curse.
Whirlpool: Capsizes small boats, 2d8 battering damage, drowning.
Create Greater Undead Plant or Insect: Create greater undead insects/
plants.
Lycanthropox: Temporarily infects creature with any lycanthropy. 4 -LEVEL RANGER SPELLS
TH
Storm Surge: Coastline water rises, causing crushing and drowning on shore. Algae Bloom: Marine Slime forms from algae.
Endothermic Mold: Cold mold causes 4d8 damage.
9 TH
-LEVEL DRUID SPELLS Freezing Point: Cold water causes 6d4 cold damage, Strength loss.
Nectoplasmic Form: Polymorphs creature into sentient, mobile water.
Amber Imprisonment: Entombed in an indestructible block of amber.
Thermocline: Boiling water causes 6d6 heat damage, heat stroke.
Dissolution: 2d6 damage/level, death turns target into liquid blob.
Torpor, Greater: As torpor, except 8 HD of humanoid creatures.
Insect Size, Greater: As insect size, except affects any creature type or size.
Necrobiosis: Instant death from cell rupture.
Tsunami: Massive wave devastates coastline.
SORCERER/WIZARD SPELLS
PALADIN SPELLS There are no new 4th or 6th level sorcerer/wizard spells in the region. Sorcerer/
Wizard spells can be used by the Eldritch Cleric and Magi classes.
There are only two new 1 st-level paladin spells in the region.
RANGER SPELLS
Ranger spells can be used by the Muckranger class. 2 -LEVEL SORCERER/WIZARD SPELLS
ND
Splash Down: Body or object does not disturb the water. Evoc Water Bomb, Greater: 1d10 damage/level, boiling water.
Torpor, Diurnal: As topor, except 4 HD of any type creature.
Water Fall: Foamy water cushions your fall. 7 -LEVEL SORCERER/WIZARD SPELLS
TH
Div Detect Deeper Thoughts: All target’s memories are known to you.
2 ND
-LEVEL RANGER SPELLS Necro Slow Death: You slowly and painfully kill a creature.
Adhesive: Covers surface with gluelike substance.
Blades of Grass: Low-lying grass given sharp edges. 8 TH
-LEVEL SORCERER/WIZARD SPELLS
Bloated: Half speed, -2 attack penalty, Charisma to 2. Illus Dream Dispersion: Dream message sent to all in the area.
Discover Wildlife: Detects dangerous animals/plants.
Egret Legs: Legs stretch 3 ft. + 1 ft./level.
Flotsam Buoyancy: Creature floats on water surface. 9 -LEVEL SORCERER/WIZARD SPELLS
TH
Fungal Corpse Animator: A fungus repairs and controls a zombielike corpse. Necro Necrobiosis: Instant death from cell rupture.
Fungus Biceps: Violet fungi arms attack owner.
“Those who cannot remember the past are condemned to repeat it.”
~Farnastis, from “Lore of the North”
168
Amber Imprisonment This spell functions like animate dead, except
SPELLS Abjuration that you can animate a dead insect creature as an
exoskeleton or buzzombie, and a plant creature
Level: Clr 9, Drd 9
Components: V, S, M as a fallowjack (see new monsters). When this
Casting Time: 1 full round spell is cast by a spellcasting plant creature, it
Acid Plants typically can only
Range: Touch
Transmutation cast the plant
Target: 1 creature
Level: Drd 2, Rgr 2 version of
Duration: Permanent (D)
Components: V, S Saving Throw: Will negates
Casting Time: 1 standard action You entomb the target creature within an irregular
Range: Close (25 ft. + 5 ft./2 levels)
block of translucent, petrified tree sap, in a state
Target: 10 sq. ft./level (S)
of suspended animation (as an imprisonment spell.)
Duration: 5 rounds per level (D)
For the creature, time ceases to flow and its
Saving Throw: None condition becomes fixed. This state persists until
Spell Resistance: No the magic is removed by a successful dispel magic
You increase the natural acidity of plants in the
spell or in a secret ritual known as “crack the
area of effect. Any creature casually walking
amber.” The amber, like the creature housed
through foliage affected by this spell suffers 1d4
within, is otherwise indestructible and immune
points of acid damage spent in the affect area.
to all other magic.
Falling directly into a dense patch of plants within Material Component: A chunk of amber
the area of effect causes 2d4 points of damage. In
encased in a ball of fresh (less than a month old)
non-dense areas, acidic grass causes 1d2 points of
tree sap.
damage on feet or footwear, as do acid leaves on
pants or shirts. Armor may become useless if
exposed to acidic plants. If an area is known to be Animal Sense
enchanted by this spell, it is possible to avoid the Transmutation
affected plants in non-dense areas. This requires a Level: Animal 3, Drd 3
the spell, and an
successful Reflex save (DC 12) every 10 ft. Components: V, S, M
insect creature can
This spell can be made permanent with a Casting Time: 1 standard action
only cast the insect version – although
permanency spell (Minimum Caster Level 10th, Range: Touch
this is not always the case.
XP Cost 1,000). Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless) Animate Undead Swarm
Adhesive Spell Resistance: Yes Necromancy
Conjuration (Creation) Level: Drd 7, Death 7
You imbue the target creature with one sense of
Level: Brd 2, Drd 2, Rgr 2 This spell functions like animate undead plant
any normal animal or vermin of a type you have
Components: V, S or insect, except that you can animate a dead
encountered before. This can include, but is not
Casting Time: 1 standard action swarm as a reaper swarm (New Monster). As with
limited to, aquasense, aerialsense, blindsense,
Range: Close (25 ft. + 5 ft./2 levels) any undead animation, the swarm bodies must be
breath tracking, darkvision, electricity sense,
Target: One object or a 10 ft. square mostly intact. For example, a swarm destroyed
gravity sense, shark sense, infrahearing, snake
Duration: 1 round per level (D) by fire cannot typically be animated, whereas
vision, keen hearing, keen sight, low-light vision,
Saving Throw: Reflex (see text) death by poison gas would leave bodies perfect for
pelican vision, dung beetle vision, scent, season
Spell Resistance: No reanimation.
sense, tremorsense, ultrahearing, bee vision, and
This spell covers virtually any solid surface with a
underwater scent (see Recipe for a Swamp Creature
layer of sticky adhesive. Any creature touching Anti-Aquatic Cloud
in the templates section). Only senses normally
the sticky substance is held fast, as if by sovereign found listed under Special Qualities can be imbued Abjuration
glue. or enhanced with this spell, not other animal Level: Drd 5
The spell can also be used to create an adhesive
abilities (for instance, a spider’s climbing ability Components: V, S, F
coating on an item, such as a shield, lock, or door
could not be imbued). Casting Time: 1 full round
handle. An object wielded by a creature receives a This spell can be made permanent with a Range: Close (25 ft. + 5 ft./2 levels)
Reflex saving throw to avoid the effects. permanency spell (Minimum Caster Level 10th, Area: 5 ft. radius/level emanation
XP Cost 1,000). Duration: 1 round/level (D)
Algae Bloom Material Component: A bit of fur, hair, wing, Saving Throw: Fortitude reduces effect (see
Transmutation scale, skin, exoskeleton, bone, whisker, or any text)
Level: Drd 3, Rgr 4 other part of an animal whose sense is being You create a protective barrier against water
Components: V, S, F imbued. breathing creatures of all sorts. A cloud of piscidia,
Casting Time: 1 full round an extremely deadly poison to all freshwater and
Range: Close (25 ft. + 5 ft./2 levels) Animate Dead Plants marine life, surrounds you. The barrier does not
Effect: 1 square foot/level actually prevent waterborne creatures from
Necromancy, Transmutation
Duration: 1 round/level (D) entering the cloud of protection, but they can
Level: Drd 7, Death 7, Plant 7
You cause algae to congeal and transform into smell it just outside the area and usually stay away.
This spell functions like animate plants, except
mobile Marine Slime with a speed of 5 ft. At any If a water breathing creature should be so foolhardy
that you can animate dead plants. Animate dead
time, you may direct the algae bloom to cease its as to enter the protective area, it must make a
plants cannot affect plant creatures, nor can it
attack, or redirect its attack on another target. Fortitude save (DC 16) or die instantly, and if
affect dead vegetable matter that is not at least
The target creature must make a Reflex save (DC successful still takes 25 hit points of damage (one
90% intact from its original form (for example,
10 + Caster level) to avoid an algae bloom. Failure time only).
you could not animate hemp rope or cotton
indicates the algae bloom touches the intended Unaffected creatures include all animals that
clothing).
target. breathe air, like dolphins or whales, and land
Material Focus: A piece of sediment containing dwelling creatures enchanted to breathe water.
fossilized algae. Animate Undead Plant or Insect
Intelligent water beings like sahuagin, scrags and
Necromancy
aquatic elves, finding themselves unable to reach
Level: Drd 3, Death 3
“Those who cannot remember the past are condemned to repeat it.”
~Yeyah Blunderbus of Wishpool, scribe
169
CHAPTER 8: NEW CLASSES
The following classes and prestige classes intentionally lean toward the Background: Alchemists begin their lives as bookworms fascinated by
higher powered spectrum. Why? Because it is easier for you to remove the natural world and they pour through old tomes and spend countless
powers than it is to come up with new ones. Each campaign is different, and months experimenting with alchemical compounds. Although they are
in low magic games some powers should be removed to fit the game style. entranced by magic, they see magic for what it really is – a natural force.
Like it or not, prestige classes have filled the vacuum left by the absence Races: Gnomes and humans have an affinity for the natural sciences, and
of kits in the d20 system. Unlike a kit, a prestige class is not a recipe for so these races predominate the Alchemist class. Half-elves also frequently
creating a character, and so take this class. Dwarves,
it is limited in scope. The classes and prestige classes in the order in which they are presented are: halflings, half-orcs and
Prestige classes are Alchemist (Acm): A sage dedicated to determining fundamental truths through alchemy. elves rarely become
specialized classes with Balladmonger (Bdm): An evil performer whose music works dark magic. Alchemists.
unique abilities or powers. Darkworker (Dkw): A reclusive cleric that worships Night and manipulates darkness. Other Classes:
They are therefore esoteric Deathslayer (Dsl): A cleric devoted to cleansing the world of undead abominations. Alchemists work well with
by their very nature, and Druin (Drn): Anti-druids who use the power of nature to purposefully ruin the ecosystem. spellcasters. Alchemist
can have prohibitive Eldritch Cleric (Ecl): A cleric that uses arcane spells instead of divine cleric. believe that at a
qualifications. Enterprising Freak Knight (Frk): An honorable knight who disdains beauty and harnesses fear. fundamental level, magic
game designers may want Hidewalker (Hdw): A warrior of the wilderness that can take the form of a beast. and alchemy are
to convert a prestige class Houdoan (Hdn): A fetish cleric that curses, summons spirits and creates living zombies. indistinguishable.
to a class, thus opening up Lightworker (Ltw): A pacifist cleric that worships Day and manipulates light. Role: In many ways an
the prestige class to more Magi (Mgi): A sorcerer that uses divine cleric spells instead of arcane sorcerer spells. Alchemist is the master of
classic use (make sure this Marshwarden (Msh): A cleric of Marais that protects the living and honors the dead. improvisation. The
is right for your campaign). Muckranger (Mrg): A skilled swamp warrior that roams the soggy wildlands. Alchemist provides a
To accomplish this, first Nature Bard (Nbd): A performer of druid origins whose music works divine magic. mundane solution for
remove all qualifications. Physical Medium (Phm): They see, converse and otherwise interact with the dead. escaping the confines of a
Then, replace the 10 level Phyxius (Phx): A cleric specializing in wind, air, and sky. prison, a bizarre method
progressions with 20 level Sorcerer Druid (Sdr): A sorcerer that uses divine druid spells instead of arcane spells. of attacking enemies, and
progressions. Finally, spread Tatau Warrior (Tat): A barbarian covered in magical tattoos. otherwise uses alchemy to
out the special abilities, solve problems associated
removing or toning down those deemed too powerful. To maintain a Balance with the physical world.
(Dex), some creativity may be required on the part of the redesigner.
GAME RULE INFORMATION
ALCHEMIST Alchemists have the following game statistics.
Adventures: Alchemists are reclusive by nature, and therefore do not Abilities: For an Alchemist to perform alchemical miracles, one must
normally make good adventuring companions. A few bolder Alchemists seek possess at least a portable alchemist lab, usually obtained during apprenticeship,
alchemical knowledge outside their local books, and to find such knowledge, and possess the Craft (alchemy) skill. Increasing the Craft (alchemy) skill is
one must adventure. For the Alchemist, it’s not about the journey; it’s about important too, and many Alchemists obtain Skill Focus (alchemy) as soon as
the end, which they call “The Great Work.” possible.
Characteristics: Alchemy is a practice that combines elements of Alignment: Any
chemistry, physics, astrology, art, semiotics (study of signs), metallurgy, Hit Dice: d6
medicine and magic. Two intertwined goals sought by many alchemists are
the philosopher’s stone, a substance which would enable the transmutation Class Skills
of common metals into gold, and the universal panacea, a remedy that cures The Alchemist’s class skills (and the key ability for each skill) are Appraise
all diseases and prolongs life indefinitely. (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Escape Artist
The word “Alchemy” is derived from “Al-” which means “of,” and (Dex), Gather Information (Dex), Heal (Wis), Hide (Dex), Knowledge (all
“Kemi” the name of an ancient land. The principals of alchemy were skills, taken individually) (Int), Profession (Wis), Search (Int), Search (Int),
developed from the Hermetica, a collection of writings, scrolls, and tablets SpellCraft (Int), and Use Magic Device (Cha).
describing its methods. These texts can be traced to hieroglyphic texts Skill Points at 1st Level: (8 + Int modifier) x 4.
and Cuneiform tablets that date at least 7,000 years ago, giving Alchemists Skill Points at Each Additional Level: 8 + Int modifier
a long history.
Alchemists believe matter and magic are inexorably tied The Alchemist
together. Numbers rule the universe, as evident in observations Base Attack Fort Ref Will
of sounds, stars, and geometric shapes. The universe can be Level Bonus Save Save Save Special
described by a few unified natural laws that can be determined 2nd +1 +0 +3 +0 Base
only through careful, thorough, and exacting philosophical 3rd +2 +1 +3 +1 Craft Construct
explorations. All things in the universe are formed from only 4th +3 +1 +4 +1 Concoct Homunculus Familiar
four qualitative elements, earth, air, water, and fire. These 5th +3 +1 +4 +1 Antitoxin Catalyst
elements can be described in terms of four basic qualities, hotness, 6th +4 +2 +5 +2 Waterproof Salves
coldness, dryness, and moistness. By rearranging the qualities of 7th +5 +2 +5 +2 Transparent Material
one substance, a different substance results. Alchemists point to 8th +6/+1 +2 +6 +2 Greater Potion
aqua regia, a mixture of nitric and muriatic acids, which can 9th +6/+1 +3 +6 +3 State of Matter
dissolve gold into a liquid. At a later date the gold can be precipitated 10th +7/+2 +3 +7 +3 Plasma
out of the acid and returned to its original form. 11th +8/+3 +3 +7 +3 Slow Matter
Alchemists experiment with matter and make observations 12th +9/+4 +4 +8 +4 Cantriphy
and theories about how the universe operates by following a 13th +9/+4 +4 +8 +4 Ectoplasm
strong tradition of cloaking their written ideas in a labyrinth of 14th +10/+5 +4 +9 +4 Alchemical Language
coded jargon set with traps to mislead the uninitiated. They 15th +12/+7/+2 +5 +9 +5 Elixir of Springtide
explore esoteric fields of interest, such areas as 16th +12/+7/+2 +5 +10 +5 Planar Crystals
glassblowing, optics, languages, and medicine. 17th +12/+7/+2 +5 +10 +5 Energy Diversion
Alignment: Alchemists may be of any alignment, although 18th +13/+8/+3 +6 +11 +6 Brew Greater Potion
they lean toward lawful alignments. 19th +14/+9/+4 +6 +11 +6 Pansophy
Religion: Alchemists often worship deities of magic. Lawful 20th +15/+10/+5 +6 +12 +6 Philosopher’s Stone
gods also appeal to Alchemists.
The Houdoan
Base AttackFort Ref Will ———— Spells per Day ————
Level Bonus Save Save Save Special 0 1 st 2nd 3rd 4 th 5 th 6 th 7 th 8 th 9 th
1 st +0 +2 +0 +2 Object focus 3 1 — — — — — — — —
2nd +1 +3 +0 +3 Circle of power 4 2 — — — — — — — —
3 rd +2 +3 +1 +3 Homoeopathic remedy 4 2 1 — — — — — — —
4th +3 +4 +1 +4 Bonus feat: Spell Focus (divination) 5 3 2 — — — — — — —
5th +3 +4 +1 +4 Anima council (divination) 5 3 2 1 — — — — — —
6th +4 +5 +2 +5 Triage 5 3 3 2 — — — — — —
7th +5 +5 +2 +5 Bonus feat: Spell Focus (transmutation) 6 4 3 2 1 — — — — —
8th +6/+1 +6 +2 +6 Spirit scry 6 4 3 3 2 — — — — —
9th +6/+1 +6 +3 +6 Anima council (augury) 6 4 4 3 2 1 — — — —
10th +7/+2 +7 +3 +7 Soul bind 6 4 4 3 3 2 — — — —
11th +8/+3 +7 +3 +7 Bonus feat: Spell Focus (enchantment) 6 5 4 4 3 2 1 — — —
12th +9/+4 +8 +4 +8 Morbid dream 6 5 4 4 3 3 2 — — —
13th +9/+4 +8 +4 +8 Aura of fright 6 5 5 4 4 3 2 1 — —
14th +10/+5/ +9 +4 +9 Evil eye 6 5 5 4 4 3 3 2 — —
15th +11/+6/+1 +9 +5 +9 Living zombie 6 5 5 5 4 4 3 2 1 —
16th +12/+7/+2 +10 +5 +10 Anima council (legend lore) 6 5 5 5 5 4 3 3 2 —
17th +12/+7/+2 +10 +5 +10 Break Enchantment* 6 5 5 5 5 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Empathic healing 6 5 5 5 5 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 Call angel/demon 6 5 5 5 5 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Brew greater healing potion 6 5 5 5 5 4 4 4 4 4
*These abilities are equivalent to the spells of the same names, useable once per day.
“Prayer indeed is good, but while calling on the gods mortals should lend a hand.”
~Harenda Cane, Houdoan
192
(requires 200 minutes) creating a special diagram around the magic circle wounds of the target creature. A Houdoan without the Heal skill cannot
(PHB Calling). The Houdoan priest may ask 3 yes or no questions, and a perform this ability.
demon is compelled to answer truthfully. The game master controls the Spirit Scry (Su): This ability allows the Houdoan to enter a spirit and
answers, and “I don’t know” is a legitimate response. guide its essence to any location desired, using it to effectively scry. The
Circle of Power (Ex): This ability allows two or more Houdoan to location can be virtually any place and on any plane that is unprotected from
increase the power of a spell. The spell must be memorized by each member scrying, and unblocked to animals, souls, or ethereal beings. The spirit scry
of the circle or the spell fails. The clerics touch their feet in a circle. For each lasts for 2 rounds per Houdoan level, plus 1 minute to activate, and 1 minute
participating priest, the spell is improved in progression order: Two clerics- to deactivate, the trance.
Quicken Spell (as per the feat); three clerics-Maximize Spell; four clerics-
Empower Spell (except numeric effects are tripled); five clerics-Enlarge Spell The Dread Pharmacopoeia is a rich compendium of homeopathic
(except quadruple range); six clerics-Extend Spell (except fivefold duration); medicines, natural poisons and psychoactive herbs, written by Quag Druids
seven clerics-Heighten Spell; and eight clerics-Silent Spell. If all participating during the ancient times (there is also an ethnobotanical appendix compiled
priests in the circle possess a particular metamagic feat, this feat can be used by local gnomes in recent years). The codex contains lists of all form and
instead of using one of the feats listed above. manner of natural medicine derived from local plants, minerals, animals
Empathic Healing (Su): A Houdoan can take the wounds from a and marine sources. The Dread Pharmacopoeia contains 636 formulations,
creature, either in part, or in whole, and transfer them to the Houdoan’s own all having much interest to apothecaries, druids, farmers, medicine men,
body. The priest can absorb other afflictions as well, such as disease, poison, wise women, sages, shaman and other drug users. The forms in which
amputation or spell affects, including curses. The Houdoan suffers the full these formulae are used varies greatly, such as confections, decoctions,
consequences of any wounds or afflictions taken. The subject is healed, cured, distillates, extracted juices, fermented liquids, infusions, medicated oil,
or otherwise whole at the end of the process. It is possible to absorb partial potions, powders, salves, syrups, tablets, bhasmas (resultant of
wounds in order to stabilize the target creature. A Houdoan that absorbs incineration) and many more. This publication is also useful to common
enough hit points to go below -10 is dead, and any hit point damage over this people, describing simple and proven remedies for common ailments.
remains on the target.
Evil Eye (Su): Once each day the Houdoan can stare into a creature’s eyes
and curse it as if a bestow progressive curse spell had been cast, or a kettle of LIGHTWORKER
curses (new magic item) had been used. The Sons of Light believe that shadows harbor unrest and are best
Homeopathic Remedy (Ex): The Houdoan can produce any undisturbed. Sons worship Easol, their name for light, sun and daytime, often
homeopathic poison, antidote or physical ailment cure from a nearby plant depicted as a god with glowing eyes and hair. The congregation meets in sunlit
or alchemical source, provided a variety of plants or alchemical materials is fields for group exegesis, governed by a clergy known as the Illuminati.
available. Creating a drug requires 24 hours, subtracting 1 hour for each Heal Priests of this clergy are called Lightworkers. Their mantra is “The opposite
skill rank. Success depends on the Alchemy or Knowledge (nature) skill of evil is hope.” Both the Sons of Light and Daughters of Night can be of any
check, and the game master’s determined DC. gender, the names referring to an ancient aspect of worship rather than a
Living Zombie (Ex): A living zombie is created by injecting a victim with literal sex.
tetrodotoxin, a powerful blowfish-derived drug that induces a coma Adventures: Lightworkers are more akin to standard clerics than
indistinguishable from death. Once drugged, the body of the victim is buried Darkworkers, because they help those with needs and commit noble acts in
alive for nearly two days to induce brain damage from lack of oxygen. The the name of Light. Lightworkers are more than willing to sacrifice their lives
living zombie has little, if any, memory of its former life and believes for a good cause, but they are not suicidal. Only through their continued well
whatever it is told. A living zombie behaves as if a charm person spell has being can they convert others to their cause and promote the ideal of a
been cast on it by the Houdoan priest. This effect cannot be dispelled, since peaceful world. To this end, Lightworkers are experts at defense and retreat.
it is not magical, but it can be cured by a heal, miracle or wish spell. Extracting Cleric pilgrims of this faith select spells from the Healing, Protection, Pacifist
and concocting tetrodotoxin requires at least 6 ranks in the Alchemy skill. (new), Consecration (new - refer to Deathslayer class), and Extraplanar
Morbid Dream (Su): Morbid dream functions the same mechanically as (new) domains, although never using spells that could physically harm the
the dream spell, however, a morbid dream is more vivid and elaborate. The living. Arcane cenobites proselytize by example, using only defensive and
dream can be as complicated as the priest imagines, containing realist visual, subdual magic when combat situations arise. Disarming or tripping an attacker
auditory, olfactory and tactile elements. Once per night, a Houdoan priest is about as hostile as a Lightworker gets, unless in combat with undead.
can send out a single dream dispersion that conforms to the desires of the Undead abominations are dispatched with extreme prejudice. Even the most
priest sending it. The dream can be sent to as many individuals as the humble congregation member carries holy water, and full-blown clerics are
Houdoan has class levels. The dreams cannot cause damage, but can be likely to carry gallons of it.
terrifying. Such dreams are generally intended as a warning to unnerve enemies Characteristics: Sons and Daughters communicate with languages of
or to discipline those of wavering faith. Those awakening from such a dream light or twilight that can only be seen and understood by confirmed worshippers
must make a successful Will save (DC 10 + Houdoans level) or be shaken for (known as the “faithful chela”) within either religion. The language is otherwise
2d4 rounds. invisible to non-worshippers, unless true seeing or similar juju is employed.
Object Focus (Ex): Houdoan priests can substitute standard spell Even then, a comprehend languages spell is needed to understand a message.
components and focus materials with votives and personal objects. When A tongues spell does not allow one to speak the Light or Twilight languages,
casting a spell on an individual, personal objects are required as a material because it is a divine gift.
component for the casting. This can take the form of a favorite toy, comb, Alignment: Lightworkers can only be lawful good.
bed sheet, cloth, mirror, cigar, etc. owned and used by that person. This, of Religion: Lightworkers are obsessed with causing no harm to others,
course, does not apply to spells that require a specific object to function, such even the most depraved and evil of peoples, believing that even these wicked
as magic weapon (the weapon is required). living souls are not yet lost and can be turned to goodness. The holy abbots
Soul Bind (Su): The Houdoan draws the soul from a newly dead body — of this monastic religion preach “love thy neighbor” and epitomize the
one that the Houdoan has killed personally — and imprisons it in a container “turn the other cheek” philosophy when attacked. These zealots make a
called a “canari”. The container must be made of clay or glass, and after the typical paladin seem like a warmonger. A Lightworker never intentionally
soul enters it, it must be hermetically sealed. It otherwise functions the same harms another sentient being — evil outsiders included. Although they
as the soul bind spell. For every five souls contained, the curses a Houdoan despise and fear demons and devils, true believers pity these pathetic creatures,
casts are cast +1 level higher (increasing the DC of removing such a curse). If banishing them back to the home planes that spawned their hideous forms.
a canari’s seal is removed, crushed or otherwise opened, the soul is set free. Mercy and empathy are the hallmarks of a Lightworker, and personal safety
This causes the Houdoan 1 point of damage that cannot be healed for a year is secondary to that dogma.
by any means short of a miracle or wish spell. Manacles and rope are used to hold those that do not immediately repent.
Triage (Su): This ability allows the Houdoan to magically boost the Heal The apostles do not wear cleric’s vestments, but instead wear monk’s outfits
skill. The Houdoan need only touch the skin of a creature to provide or traveler’s outfits. Their humble nature employs them to poverty, often
automatically successful first-aid, poison treatment, or stabilization of the preferring to ride on simple mules instead of horses, and eating little other
“Sometimes in order to find the light you must risk the dark.”
~From “The Book” of the Sons of Light
193
CHAPTER 9: NEW ORDNANCE
The prices and damage of weapons and ordnance are in ratio to weapons by halflings and gnomes.
in the PHB. In the remote areas such as Dreadmire, prices are likely to be Base: You can throw a flask of base as a weapon. A direct hit does 1d8
much cheaper and of a more primitive quality. Weapons made by Lizardfolk, points of alkaline damage. Every creature within 5 ft. of the point where the
Bayou Halflings, and Marshfolk tend to be inexpensive and of good quality, base hits takes 1 point of alkaline damage from the splash. Creatures immune
whereas Bushfolk, Mountain Nomads and Hill Clans are both inexpensive to acid are also immune to base. Base neutralizes an equal amount of acid.
and poor quality. Reduce the damage and critical hit multiplier of primitive Base is often employed by rogues and alchemists.
weapons by one step. For instance, a primitive cane bow does 1d4 damage to Bird-Bolt: Fired from a light crossbow, a bird-bolt is a short, blunt
Medium sized targets, and has a critical hit of x2. crossbow bolt, favored for hunting birds by clerics and children. Bayou
Halflings use them for hunting within communities as a safe alternative
LETHAL WEAPON DESCRIPTIONS to sharp bolts.
Anklebiter: The anklebiter is a modified sickle designed to Bowsling: A bowsling is simply a “Y”-shaped piece of stout wood. The
simultaneously slash ankles and perform a Trip (PHB) attack. It is used bottom shaft of the “Y” is held by one of the attacker’s hands. Across the
“Weapons may speak to hill giants, but they need gnome interpreters.”
~Hasket Gistlefadder, gnome weaponsmith
201
hispid cotton rat, woodrat, common muskrat, black bear, common raccoon, bobcat, wild boar, white-tailed deer, coyote and red fox.
Fungi: kingdom Fungi — These plants lack true chlorophyll and have a body made up of single cells or specialized hyphae. They are often saprophytic
or parasitic plants, including molds, mildews, rusts, smuts, mushrooms, toadstools, puffballs, and some yeasts, bacteria and slime molds. Common fungi that
live in or around Dreadmire are artist’s fungus, chicken mushroom, destroying angel, meadow mushroom, oyster mushroom, pigskin puffball, ravenel’s
stinkhorn, shaggy mane, and witch’s butter.
Lichens: These complex plants are thallophytic, made up a fungus growing in symbiotic association with either of algae or bacteria. They form on solid
surfaces, breaking down rocks and trees. Some lichens are sources of food and dyes. There are hundreds of types of lichens in Dreadmire alone.
Bug: order Heteroptera & Archnida — A bug is a non-technical term used to describe any insect, spider, or other creeping, crawling invertebrate.
“It’s not that I’m afraid to die, I just don’t want to be there when it happens.”
~Tarzapan Lashbone, Creep warrior
208
APPENDIX D: INDEX OF PLACES
PLACE WHAT’S THERE LOCATION PAGE
Aberystwyth ...................................... Farming village ............................................................................ Arable Republic .................................................. 23
Aen .................................................... Large cowtown ............................................................................. Thalass Emirate .................................................. 30
Aerolith Swamp ................................ Meteor impact site, rock still intact .............................................. Southeast Dreadmire .......................................... 41
Agnathan Mountains ......................... Neanderthals, chimera, giants, giant eagles, dinosaurs, orcs ........ East of Dreadmire ............................................... 10
Aleqasina .......................................... Lizardfolk village ......................................................................... South of Angel Swamp ....................................... 27
Amandla ........................................... Half-orc thorp, espouse harmony with all races ........................... Fork where Meander and Fowl rivers meet ........ 36
Ambernack ........................................ Farming village ............................................................................ Arable Republic .................................................. 23
Anahuac ............................................ Lizardfolk village ......................................................................... Southeast of Sludgewood Marsh ........................ 27
Angel Swamp .................................... Area of swamp where every plant and animal is white ................ East of Merganser Estuary .................................. 41
Anguis Vernax ................................... Serpent village; chuul .................................................................. Wildmarshes ....................................................... 29
Arable Republic ................................ Democratic farming country; humans, auroch cows, halflings .... North of Dreadmire ............................................ 23
Armag ............................................... Large cowtown ............................................................................. Thalass Emirate .................................................. 30
Awoi .................................................. Serpent village .............................................................................. Merganser Estuary .............................................. 29
Bad Rock Pond ................................. Muddy moat that formed around meteor at Aerolith Swamp ....... Aerolith Swamp .................................................. 41
Banedour Grasslands ........................ Grassy plains; goblins, gaul cows, blink dogs, gold dragon ......... Thalass Emirate .................................................. 30
Bark .................................................. Bushfolk Halfling thorp ............................................................... Eastern Dreadmire .............................................. 27
Bartizan ............................................ Large fort city ............................................................................... Thalass Emirate .................................................. 30
Bastionhold ....................................... Large fort city ............................................................................... Arable Republic .................................................. 23
Big Frog Lake ................................... Spanned by a buoyant foot bridge; colossal frog ......................... Southwest of Dreadmire ..................................... 41
Bivona Bend ..................................... Large whaling town ...................................................................... Thalass Emirate .................................................. 30
Boiling Point ..................................... Corsair thorp; vampirate halfling, merrow ogres ......................... Big Frog Lake ..................................................... 42
Braethwaite ....................................... Small town sized Alligataur colony ............................................. Center Dreadmire, near Cypress Deadfall .......... 22
Brecon ............................................... Farming village ............................................................................ Arable Republic .................................................. 23
Brokentree ........................................ Large wild elf town ...................................................................... Big Frog Lake coast ........................................... 25
Bywater ............................................. Large whaling town ...................................................................... Thalass Emirate .................................................. 30
Caldera Swamp ................................. Weaves through a series of crumbling calderas ............................ Agnathan Mountains .......................................... 9
Canyon of Ten Thousand Smokes .... Ash laden valley of fumaroles; fire giants, belkers ...................... Agnathan Mountains .......................................... 44
Caramotte ......................................... Small fort city ............................................................................... Thalass Emirate .................................................. 30
Carolp ............................................... Whaling village ............................................................................ Thalass Emirate .................................................. 30
Cauldrons .......................................... Lakes inside a series of calderas ................................................... Agnathan Mountains .......................................... 10
Caverns of the Witch-Queen ............. Lair of Salina, self-imposed ruler of the salt swamp .................... Great Salt Swamp ............................................... 10
Cay Bay ............................................ Saltwater bay; Alluvial Elves, merfolk, dolphins, whales, etc. .... South and east coastline areas ............................ 9
Caybeach .......................................... Large whaling town ...................................................................... Thalass Emirate .................................................. 30
Chenier .............................................. Fishing village .............................................................................. Seamarsh/Thalass Emirate ................................. 30
Churlie’s Bunion ............................... Large rock gnome city ................................................................. Agnathan Mountains .......................................... 28
Claerwater ......................................... Large whaling town ...................................................................... Thalass Emirate .................................................. 30
Cliffwash ........................................... Large whaling town ...................................................................... Thalass Emirate .................................................. 30
Copse of Verdurzuzu ......................... Evil lair, amidst a circle of Tree Devils & undead trees ............... Center Dreadmire, in the Perdition ..................... 35
Creedence ......................................... Large whaling town ...................................................................... Thalass Emirate .................................................. 30
Crescent-on-the-Marsh ...................... Bayou Halfling thorp ................................................................... Northwestern Dreadmire, on Meander River ...... 36
Cribb ................................................. Hamlet of Cribbets ....................................................................... Near Big Frog Lake, north shore of Fowl River . 24
Crockdown ........................................ Large cowtown ............................................................................. Thalass Emirate .................................................. 30
Crumbling Cliffs ............................... Falling cliff face near Sunken City, Floating Monestary .............. Southern Thalass Emirate/Cay Bay .................... 42
Cyclogenesis Pylon ........................... Metal pylon glows during strange tornadic activity ..................... Northern Dreadmire ............................................ 42
Cynth Naqi ........................................ Lizardfolk village ......................................................................... Northeastern Dreadmire ..................................... 27
Cypress Deadfall ............................... Remnants of blasted redwoods; fungi, oozes, slimes, cultists ....... Center Dreadmire ............................................... 42
Dalrymple Inlet ................................. Bayou Halfling thorp ................................................................... Northwestern Dreadmire .................................... 36
Darkheart Swamp ............................. Home to the fabled ambrosia moss .............................................. Southern Dreadmire ............................................ 41
Darkness Falls .................................. Waterfall covering dwarven mine ................................................ Ophel Highlands ................................................. 59
Dawlin .............................................. Bayou Halfling thorp ................................................................... East of Darkheart Swamp ................................... 36
Delganuuki’aa .................................. Lizardfolk village ......................................................................... Southern Dreadmire ............................................ 27
Demopolis ......................................... Large capitol city; river port, wharves ......................................... Arable Republic .................................................. 23
Dismal Acropolis .............................. Fort hamlet ................................................................................... Thalass Emirate .................................................. 30
Dockside ........................................... Large port town, river port, docks ................................................ Arable Republic .................................................. 23
Dove Forge ....................................... Farming village ............................................................................ Arable Republic .................................................. 23
Draconian Forest ............................... Redwood trees; dragons, dinosaurs, half-dragons ........................ Southern Agnathan Mountains ........................... —
Dread Bend ....................................... Sharp turn in Meander River; ancient tunnel underneath river .... Northern Dreadmire ............................................ 47
Dreadmire ......................................... Massive swamp formed after an earthquake ................................ Center and border to nearly everything .............. All
Drehr ................................................. Large whaling town ...................................................................... Thalass Emirate .................................................. 30
Drypond ............................................ Small cowtown ............................................................................. Thalass Emirate .................................................. 30
Dullbone ........................................... Half-orc thorp, espouse hatred for humans and love for orcs ....... Fork where Meander and Fowl rivers meet ........ 37
Empire Barrier Reef .......................... Reef across Cay Bay coast, only opening at Jetty Lighthouse ..... Cay Bay .............................................................. 25
Farlong .............................................. Small fort city ............................................................................... Thalass Emirate .................................................. 30
Fasthold ............................................ Large fort city ............................................................................... Thalass Emirate .................................................. 30
Figment Forest .................................. Forests gnomes, fey, phantom fungus, phase spiders, orcs ........... Arable Republic, Tromascus (disputed) ............. 23
Forass ................................................ Evile Cannibal thorp .................................................................... Center Dreadmire, in the Perdition ..................... 23
Fort Exica ......................................... Fort village ................................................................................... Arable Republic .................................................. 23
Fort Foothill ...................................... Fort village ................................................................................... Arable Republic .................................................. 23
Fort Insula ......................................... Large fort town; ship docks .......................................................... Thalass Emirate .................................................. 30
Fort Mire ........................................... Fort village ................................................................................... Arable Republic .................................................. 23
“The end of the human race will be that it will eventually die of civilization.”
~Craywallen of Mithra Forest, wood elf fighter
214
The following are definded game terms: thorp, hamlet, village, small town, large town, small city, large city, and metropolis (DMG Towns, Generating).
“Of course quests are dangerous. Thats why they call it 'adventuring', and not ‘going an getting treasure'.”
~Rislone of White Marsh, halfling rogue
215
The following are definded game terms: thorp, hamlet, village, small town, large town, small city, large city, and metropolis (DMG Towns, Generating).