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Dreadmire SAMPLE

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0% found this document useful (0 votes)
21 views34 pages

Dreadmire SAMPLE

Uploaded by

kelvin.jro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Credits and Copyrights ...................... 1 Easol (Day) ....................................... 31 Haunted Tar Pits .............................

43
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
5
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

Dreadmire Regional Geography

7
8
Comprehensive Dreadmire Region

Map Scale: 1 Inch = 100 Miles


FACTION ENCOUNTERS
Encountered Group Inhabited Thicket Backswamp Perdition
Alligataur — 01 scouts 01-02 colony 01*
Anthroach 01-03 raiders 02 scouts 03-04 village 02*
Arable Republic 03-20 farmers 03-08 hunters 05-06 adventurers 03*
Arachane — 09-10 scouts 07-09 nests —
Bayou Punters 21-25 village 11-15 guides 10-15 guides 04-10*
Caterpygmy 26 scouts 16-20 hunters 16-18 nests 11-15*
Creeps 27 scouts 21-23 ambush 19-25 shacktown 16-28*
Cribbet 28-33 raiders 24-31 ambush 26-32 village 29-30*
Darkhopper 34 messengers 32-34 scouts 33-35 nests —
Deranger 35-37 raiders 35-37 spies 36-38 village 31-40*
Dravage/Druin 38-40 terrorists 38-40 spies 39-40 grove 41-50*
Dwarves, Mud 41-43 fishers 41-50 hunters 41-50 villlage —
Elves, Alluvial*** 44 scouts 51 scouts 51 underwater cove —
Elves, Wild 45-50 messengers 52-55 scouts 52-55 hunters** 51*
Evile Cannibal 51 kidnappers 56 scouts 56-58 village 52-60*
Halflings, Bayou 52-60 fishers 57-60 hunter 59-60 village 61*
Halflings, Bushfolk — — 61 shack home 62-64*
Heath Rangers 61-63 messengers 61-63 scouts 62-64 conclave —
Hill Clans** 64 messengers 64 hunters 65 village —
Lizardfolk 65 neutral good tribe 65-66 hunters 66-68 village 65-67*
Marshfolk 66-68 traders 67-69 hunters 69 village 68-70*
Moor Knights 69-72 brigade 70-72 patrol 70-75 Freak Knights 71*
Mountain Nomads** 73 messengers 73 hunters 76 village —
Mushroom Folk — — 77 circle 72*
Neanderthals** — 74 hunters — —
Nomenary Gnomes 75-80 visitors 75-80 observers 78-80 village** 73*
Quag Druids — 81 81 grove —
Reed Faeries — 82 82 school 74* Unseely Fey
River Ferriers 81-83 off-duty 83-85 hunters — 75*
Serpents 84 86-87 83-85 76*
Thalass Emirate 85-93 gauchos 88-93 trappers 86-88 escaped slaves 77*
Treants (choose) 94-97 94-97 non-evil 89-97 evil 78-89* undead
Werecreatures 98-00 weregator 98-00 choose 98-00 choose 98-00 choose
*Any intelligent creature encountered in the Perdition is most likely an evil thrall of the Somesuch.
** Typically encountered near hills or mountains.
***Generally an aquatic encounter.

LAND & AMPHIBIOUS ENCOUNTERS


Encountered Creature Inhabited Thicket Backswamp Perdition
Anthroach — — 01-03 01
Arachane — — 04 —
Augnan Fighting Dog*** 01-05 — — —
Beetle, Chaos 05-08 01 05 02-03
Black Pudding — 02 06-07 04
Blood Pudding — — — 05-06
Caterpygmy — 03-05 08-10 —
Chuul* 09-10 06 11 07
Cribbet — — 12-14 08-10
Darkhopper 11-12 07-09 15 —
Demon, Fungus — — 16 11-20
Demon, Ooze — — 17 21-25
Demon, Smut — — 18 26-30
Devil, Verdurzuzu — — 19-20 31-35
Dinosaur, Elasmosaurus* 13-14 10-15 21-25 —
Dragon, Black* (Lutcher** 95%) — 16 26 36
Dragon, Brack 15 17 27 —
Dragon, Brass* 16 18 28 —
Dragon, Slime — — 29 37
Dragonhunter — — 30 38
Dryad* 17 19-20 31-36 —
Eagle, Giant* 28-30 21-33 37-40 —
Elemental, Marsh 31 24 41 —
Elf, Alluvial 32 25 42 —
Ettercap* — 26-27 43-45 —
Fetish Servant 33 28 46 39
Fritillary (see Caterpygmy) — 29 47 —
Giant, Mire 34-36 30-39 48-50 —
Girthworm 37-39 40-50 51-52 —
Gloom Swan 40 51 53-54 40-49

“Adversity makes men wise, and prosperity makes men monsters.”


16 ~Hiko, Mountain Nomad
Inhabited Thicket Backswamp Perdition
Golem, Bile — — — 50-55
Golem, Hydro-Aluminum — — 55 —
Golem, Mushroom — — — 56-57
Golem, Sinew — — — 58
Goliath Pelican 41 52 56 59
Gray Ooze* 42 53-54 57-58 60-62
Green Pudding 45-47 55-57 59-60 —
Guardian — — 61 —
Hag, Green* — 58 62 63-64
Harpy* — — 63 65-66
Hellwasp Swarm* 48 — 64 67-68
Hippogoose 49-51 59-65 65 —
Ice Pudding*** — 66 — —
Jelly Quasit 52 67 66 69
Living Building — — 67 70
Luna Moth, Giant 53 68 68 71
Lycanthrope 54-60 Weregator 69 Tyrannarat 69 Plant 65-65 Monstrous
Ochre Jelly* 61 70 70 66-67
Ogre, Half-Merrow 62-63 71-73 71-74 68-75
Oozoid 64 — 75 76
Owl, Giant* 65-75 74-75 76-77 —
Owlbear* 76 76-86 78-80 —
Phase Spider* — — 81 77-80
Quag Creature 77-80 87 82 —
Reed Faerie 81 88 83 —
Shocker Lizard* 82-86 89 84 81
Shroom — 90 85-86 82-90
Sodsucker 87-88 91 87 91
Spider Eater 89 92 88-90 —
Spore Parrot — — 91 92-95
Sprite 90 pixie* 93 nixie* 92 grig* 96 Unseely Fey
Stirge* 91-94 94 93 97
Swarm, Amphibious 95 95 94 —
Swarm, Swamp Rat 96 96 95 —
Troll* 97 97 96 scrag 98-99
Werebear, Black* 98 98 97-99 —
Will0O’-Wisp* 99-00 99-00 00 00
*Detailed in the MM.
**Refer to “Bayou Dragon” in the Collectanea of the Bizarre section for more details on Lutcher.
*** Typically encountered in nearby hills and/or mountains.

ENVIRONMENT & NATURAL HAZARD ENCOUNTERS


Roll Environment or Natural Hazard
01-02 Animal Hail
03-05 Blood Rain
06-11 Black Grass
12-17 Blackwater** or Black Rainbow
18-28 Dread Fog
29-34 Floating Marsh
35-40 Gaseous Cloud
41-45 Giant Hailstones
46-50 Insect Cloud
51 Mazuku
52-56 Mire Fire
57-61 Phosphorous**
62-66 Quaking Bog
67-70 Red Tide**
71 Salt Storm
72-76 Sinking Mud/Quickmud
77-81 Sluagh
82-86 Swarm (choose one)
87-00 Water Weather (roll on Weather Sub Table)
**Typically an aquatic encounter. On land use Black Rainbow.

“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
17
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%

“Orcs never bluff.”


~Ersueun Redtree, half-orc punter
24
alcohol, is not a secret — because no one wants it! Even Mud Dwarves can ELVES, WILD
only drink it diluted and in small quantities, using wooden noggins to sip the These wild elves, and the nearby wood elves of Mithra Forest, are the
grog. only non-evil isolated elves that remain near Dreadmire. Their new home is
Theodemere (thorp): Conventional; AL N; 300 gp limit; Population 191; nestled in the quieter southwestern end of Dreadmire in Brokentree, just outside
Demographic isolated (Mud Dwarves 100%). Theodemere is located along the swamp. This tribe of elves dresses in simple clothing of giant toad skins
Mudsnake Bayou. and woven reeds adorned with feathers and claws. Their skin is smeared with
Authority Figure: Zoghby Rustbucket, male Ftr7/Rgr5; AL CG; Survival dark clay and mud, both as decoration and camouflage. Necklaces of
14, Survival 9; Track. All Mud Dwarves are distinct in appearance from other arrowheads adorn the necks of the males, while females tend to wear feathery
dwarves, possessing white eyelashes from birth. The odd color is a family affectations. Their black hair and tanned skin are additional camouflages for
trait of the surviving clan, not because of their environment. the shadowy habitat of the forests and swamps in their region.
These particular wild elves are overtly friendly only to the heath rangers
ELVES, ALLUVIAL and none other, distrusting even the Quag Druids as of late. They know of
The aquatic elves of Cay Bay are no strangers to the backwater courses of their corrupted brethren, the Evile Cannibals, and kill them when possible.
the swamp, and an extant race of Alluvial Elves can be found there. The Mire They are also aware that something purely evil rests at the heart of the center
Giants and some fey races are friendly with these elves, but as they travel swamp, for they have been there and seen it. They call it the “Runach,” an
along human waterways such elves often go unseen by surface dwellers. elven word for “wicked thing,” and they give the area a wide berth. They
Wariness towards land races have made them nearly mythological to civilized have shared this knowledge with the heath rangers, although it is a bit beyond
folk. This is their primary reason for living outside Empire Barrier Reef and their ability to deal with at the moment.
far away from Jetty Lighthouse (the only safe ship entrance inside the reef). These elves brew a delicious pine resin wine. Its taste and appearance is
The elven village in the bay is Peduncle, a city of aquafarmers. It is carved similar to that of white grape wine. They also brew delectable honey mead.
from an oyster reef, and is home to nearly 700 aquatic elves. Peduncle, located Brokentree (village): Conventional; AL CG; 2,000 gp limit; Population
50 miles northwest of the only opening in the reef (due to hurricane damage), 619; Demographic isolated (Wild Elves 100%). Brokentree is located within
is one of fifteen satellite thorps, hamlets, and villages that owe fealty to the the lush forests of the Losthome Hills on Big Frog Lake.
metropolis of Sargassum. Authority Figure: Tioga Greentinge, male Wild Elf Brb6/Drd7; AL CG;
Sargassum (population 9,000 adults) is located 420 miles southeast of the Survival 16; Leadership, Track, Weapon Focus (longbow); Animal companion
oyster reef opening, in an area of thick seaweed amidst new and ancient dire black bear (Large animal, HD 12d8+48, Spd 40 ft., AC 17).
wrecked ships. On the surface of the dense seaweed patches live swarms of
monstrous aquatic termites – the real cause of the wrecks. As a ship enters the EVILE, CANNIBALS
15,000 sq. mile doldrums of choked water, the termites eat at the hull which The wild elves too have succumbed to the Dark Pollen, creating a horror
invariably sinks the vessel. Rumors of hostile merfolk persist to explain the that is difficult to describe without shuddering. These Unseely elves (new
wreckages. Hundreds of imperiled sailors have been mysteriously saved by template), called “Eviles” or “Evile Cannibals” by the River Ferriers, are
elves, although the disoriented sailors only remember distorted images of malevolent wild elves of a most horrific nature. They are cannibals, tracking
merfolk. and killing both wild elves and other humanoids for food and pleasure.
Underwater, Sargassum is like any sylvan elf community, existing deep Completely feral and diabolically cunning, they set ambushes along bayous
within a forest. Just as any surface forest is full of animals and monsters, so and accessible land trails. Evile Cannibals take the heads of
too is the Seaweed Forest. Even moreso due to the large quantity of sunken their victims and shrink them for ornaments that hang
ships and jetsam to hide in and behind. The empty hulls of great around their necks on cords made of the cured
sunken sailing watercraft provide lairs amidst the massive seaweed bowels of their victims. The unlucky few that are
stalks. The largest of these vessels lies just east of the Seaweed taken captive are often ritually tortured and forced
Forest. It is an enigmatic ship of mythical proportions, its length to perform acts of depravity and perversion for
reaching nearly 3,000 feet long and hundreds of feet wide. No entertainment of the tribe. Evile cannibals love to
one goes near the craft, as hostile gargantuan stingrays protect the drink fermented black tea, cultivated in gardens near
sunken vessel from approach. Those few that have seen the ship their lairs.
report that lights can be seen intermittently from portholes that A gnome philosopher once said that evil without
surround the ship, and “shadows that move within.” redemption does not exist, and if this is true then the
It is known a thorp of lacathah inhabits the southernmost depths one redeeming quality these creatures have is music. Do
of the Seaweed Forest, as well as a not let the idea deceive their nature, for it is a macabre
several dozen highly dispersed Monsters aside, the greatest danger band that plays during misty, moonless nights congregated
families of merfolk and tritons. The to aquatic elves are humanoid fisher at Forass. Bongolike drums are carved from skulls and
hungry and carnivorous sea cats are folk. This area of ocean is rife with taught with elven skin are beaten with bones from their
a constant threat to inhabitants, as “ghost nets,” sometimes miles-long victims. Tabors and kettledrums constructed of bone accompany them,
are an annoying race of marine nets that have detached from fishing along with a jawbone harp (strings made from human guts), rattles made
pixies. Occasional forays into the trawlers and now drift in the ocean. with halfling teeth and human sinew, and bone scrapers. The surrounding
forest by skum have been known. A Elves that get caught in these nearly trees can be found littered with wind chimes made from hair and swords,
recent plot to overthrow Sargassum invisible nets often die. some of which are banged in concert with their wicked music. Eviles have
was thwarted with the destruction of even been known to animate the headless bodies of their victims to beat
a kraken, controlled by the evil box jellyfish “Irukandji” (Fine sized) who the drums, or command them to dance around the fire in a ghastly jig.
escaped destruction. In a seemingly unrelated matter, a persistent sea demon “Evil” does not begin to describe these soulless beasts.
has plagued the area for over a century, promoting evil creatures to move into Evile Cannibals have the ability to rage (as the spell) an unlimited
the forest, such as a finned medusa, gilled harpies, and a family of lycanthropic number of times per day, regardless of their class, thanks to the Dark
stingrays. Pollen. They are otherwise the same as standard wild elves combined with
Leader of Peduncle: Cirri of Peduncle, female aquatic elf Brd7/Rgr6; the unseely template (new). It is also noteworthy that these demented sub-
AL NG; Survival 12; Weapon Focus (net); Animal companion elves frequently take on the Shadowdancer prestige class.
“Tenguzame” (Huge animal, goblin shark, HD 10d8+20, Spd 60 ft. swim, Forass (thorp): Conventional (tribal); AL CE; 20 gp limit; Population
AC 15). [The pink tinted goblin shark is a real animal — it looks like a 22; Demographic isolated (Wild Elves 100%). Forass is located along
snaggle-toothed, beaked gargoyle with a carpenter trowel projecting Bone Bayou.
forward from its forehead.] Authority Figure: Slive Silverbow, female, unseely wild elf Bbn7/Shd5;
Leader of Sargassum: Barqu of Sargassum, male aquatic elf Brd12/ AC 14 (+1 gnome hide armor); AL CE; Survival +10; Track, Weapon
Clr7; AL LG; Survival +22; Leadership, Weapon Focus (trident); Animal Focus (longbow).
companion “” (Large animal, dire porpoise, HD 8d8+2, Spd 130 ft. swim,
AC 16).

“Can I trade you my sword of uselessness for your wand of nothing?”


~Darkus, Creep warrior, lamenting about his broken +1 sword and a comrade’s burnt out wand
25
FAITHS & DEITIES OF THE SWAMPLANDS
Sphere of
Deity Name Alignment Influence Domains Associated Typical Clergy
Aeternus N Infinity Time (new), Travel, War Any, Temporal Paladins
Baromet CN Weather Air, Destruction, Fire, Water Any and all
Daelune N Undead Animal, Necromancy, Plant Cultists, Druins, undead druids
Ealune CG Night* Healing, Necromancy Marshfolk, shamans
Easol NG Day* Healing, Sun Marshfolk, shamans
Forces* N Energy Magic, Strength Arcane Atheists, gnomes
Ichorus N Blood Death, Knowledge, Necromancy Necromancers, sentient undead
Leacon LG Waterfowl Animal, Good, Travel, Water Bayou Halflings, Marshfolk
Leucopraxus CE Fungi/Ooze Earth, Evil, Fungi/Ooze (new) Bushfolk, Creeps
Lorelei LN Bodies of Water Law, Luck, Travel, Water Sailors, ferriers, islanders, aquatic elves
Lucent Dragon N Dragons Knowledge, Strength Dragons, dragon minions
Marais N Wetlands Death, Earth, Water Swamp occupants, animals, plants
Modan N Ground Earth, Travel, Trickery Dwarves, human cultists
Orchidae N Plants Air, Plant, Water Druids, Anthroaches, herbivores
Pleroma ? Godhead Unknown Unknown
Qualm CE Bugs Death, Destruction, Trickery Bushfolk, evil bugs, evil buglike creatures
Tsombi NE Animism Knowledge, Magic, Protection Bushfolk, Marshfolk, Houdoan (new)
Verdurzuzu LE Undead Plants Death, Evil, Necromancy, Plant Tree devils, corrupted beings, Druins
Vorace LN Carnivores Animal, Law, Strength Alligataurs, Lizardfolk, lycanthropes
*An aspect of nature specifically worshipped in the swamp. See description.

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

“A cyclops is king in a world of blind giants.”


~Akaku, Hill Clanswoman
31
CHAPTER 4: LOCAL CHARACTERS
These pregenerated characters have just the right stats and diverse enough backgrounds for
suitable use within Dreadmire. They have been designed to be interesting NPCs and PCs.

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

“Olav no like magic.”


~Olav
89
CHAPTER 5: NEW MONSTERS
What’s New for Monsters?
• To make room for the voluminous types of new swamp monsters, we have instituted a space saving feature, a descriptive entry for modified monsters. In
some instances monsters are only slightly different from stats in the MM. Instead of the normal stat block, the abbreviated entries for these monsters detail
how a typical monster can be slightly altered to make a completely new monster. For example, a Bayou Zombie was more or less a zombie with two new
abilities and a different alignment. We removed the typical stat block and placed a descriptive entry in its spot, describing and detailing only the differences.
We feel this benefits you best, by allowing more content to be added to the book with only a minor inconvenience of having to look up the other monster
when designing an encounter.
• There are new qualifiers for swim rates, similar to that of fly rates:
—Perfect: The creature can perform almost any aquatic maneuver it wishes. It moves through water as well as a human moves over smooth ground.
—Good: The creature is very agile in the water (like a dolphin), but cannot change direction as those with perfect maneuverability can.
—Average: The creature can swim as adroitly as a small fish.
—Poor: The creature swims as well as a very large fish.
—Clumsy: The creature can barely maneuver through water at all (generally this is for surface swimmers), such as the average diving duck.
All swamp creatures that possess a Swim rate can use the Run action, Charge or a Sprint ability while swimming, as well as any other appropriate movement
modifier action.
• Whenever you see a qualifier for low-light vision, such as (2x) or (4x), the number before the “x” refers to the number of times better than human vision
the sight is. The standard is two times better (2x), but there are exceptions, such as aquatic elves (MM Elf, Aquatic).
• There are new qualifiers for size categories:
—Fine (infinitesimal): The creature is so small it cannot be seen. Sample: microbes and plankton
—Fine (miniscule): The creature is unbelieveably small, but can still be seen up close. Samples: fleas and chiggers
—Fine (slight): The creature is less than an inch in diameter and big enough to be seen a few feet away. Samples: flies and maybeetles
• New languages have been added to the Speak Language list (see the Language Matrix appendix for the actual alphabets):

Language Typical Speakers Alphabet


Aboriginine Aboriginal peoples, nomads, native descendents Cuneiform
Ancient Nature Bards, sages, modern necromancers Demotic
Arborian Treant, tendriculos, Hortus, plant-based creatures Druidic (Folian)
Arachnian Arachane, aranea, drider, spider-based creatures Bug
Eirchaic Elves from the previous age Elvskrit
Fowl Aerial and birdlike creatures Phyxic
Fungin Mushroom folk, ooze/fungi-based creatures Druidic (Folian)
Hermetic Alchemists, gematria practitioners, pansophy seekers Formulae
Insectid Caterpygmy, formian, insect-based creatures Bug
Arablish Arable Republic Coptic
Light Lightworkers —
Necronian Necromancers, especially from the previous age Hieratic
Oozoid Intelligent oozes, fungus demons Ozoan
Twilight Darkworkers —
Thalasian Thalass Emirate Sanskrit

ABYSMAL OOZE treat these creatures as pets.


Colossal Outsider (Extraplanar, Evil, Chaotic, Ooze) When an Abysmal Ooze nests, it flattens itself over the ground. The
HD: 26d8+11 (403 hp) surface of an Abysmal Ooze is somewhat sticky, but not so much that it
Initiative: +4 (Improved Initiative) prevents movement across its immense surface. An Abysmal Ooze becomes
Speed: 5 ft. (8 squares), climb 5 ft., swim 10 ft. (clumsy) so rigid when it is at rest that creatures can walk across it. It can become soft
Armor Class: 19 (-8 size, +17 natural), touch 2, flatfooted 19 again at will, often engulfing creatures on it or near it, but it is sluggish as it
Base Attack/Grapple: +26/+43 awakens and does not always act right away. The lair of an Abysmal Ooze
Attack: Slam +35 melee (4d6+17 plus caustic base) can become littered with the treasures of its victims since the creature
Full Attack: Slam +35 melee (4d6+17 plus caustic base) cannot digest metal.
Space/Reach: 40 ft./40 ft. COMBAT
Special Attacks: Digestive base, engulf, paralyzation, energy drain An Abysmal Ooze attacks by slamming
Special Qualities: Bioluminesence, blindsense 120 ft., damage reduction and paralyzing, or by engulfing and
10/magic, outsider traits, resistance to cold 20, electricity 20 and fire 20, paralyzing, then draining life levels
spell resistance 25, telepathy, suggestion with its energy drain ability.
Saves: Fort +20, Ref +10, Will +12 Bioluminescence (Ex):
Abilities: Str 44, Dex 10, Con 32, Int 3, Wis 13, Cha 10 Abysmal Oozes glow blue-
Skills: — white, shedding dim
Feats: Alertness, Great Fortitude, Improved Initiative, Iron Will, light in a 60-ft.
Lightning Reflexes radius. The light
Environment: Underground or chaotic evil Outer Planes briefly (1
Organization: Solitary round) fades
Challenge Rating: 26 to dark
Treasure: None when the
Alignment: Always chaotic evil ooze
Advancement: 27-45 (Colossal)
An Abysmal Ooze is an evil blue ooze with a modicum of
intelligence. In the chaotic evil Outer Planes, Abysmal Oozes
congregate in the giant fungi forests surrounding the fortresses
of powerful Fungus Demons. In many respects Fungus Demons

“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

“History will be kind to me for I intend to write it.”


~Pious Priest of Poxaway, from the “Tome of Heroes”
128
MELANOMA MOSS
Hazard, CR 5
Melanoma Moss is a brown epiphyte plant that resembles swamp moss.
If Melanoma Moss touches the skin of a creature, the victim must make a
successful Fortitude save (DC 19) or dark cancer cells form instantly wherever
it touched. The cancer spreads rapidly, covering the hide of a Medium size
creature in 4d4+4 rounds. A creature so completely infected dies 1d4 hours
later unless remove disease or heal is applied. Creatures immune to disease
cannot be harmed by this plant.

Skills: Climb +2, Hide +2 (+8 racial bonus)), Spot +2


Environment: Temperate to warm forest
Organization: Solitary, nest (2-20) or swarm (21-100)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 2-4 (Small); 5-7 (Medium)
The Magi Cicada is another docile insect transformed by the Dark Pollen
into something monstrous. The Magi Cicada has a robust, black body with
large red eyes, and propels itself with clear, orange-veined wings. Luckily for
those near where it lives, it only survives about a month as an adult. For 17
years a young “nymph” lives inside massive tree roots to feed on its sap.
Nymphs cannot create noise until they emerge as adults (17 year cycle).
One unusual trait of a Magi Cicada (and the “periodical cicada” it was
transformed from) is its bizarre, characteristic trait of leaving its molted
carapace still clinging to a tree trunk or branch. At a distance it may even still
look like the original insect from which it was molted, but closer inspection
reveals it to be hollow. Some clever Marshfolk have used these discarded
carapaces as material for weaving baskets, covering furniture, and fashioning
hide armor (+2 AC).
The name “Magi” Cicada stems from the belief that rarely, a Magi Cicada
sorcerer is born with an Intelligence of 10 or more. These Magical Beasts are
so rare and reclusive they are thought to be myth even by Quag Druids. METHANE TREE
Hazard, CR 1
COMBAT These odd plants breathe methane gas instead of air. The tree cultivates
While a Magi Cicada is not overtly hostile, its mating call is deafening to methane producing exothermic bacteria in a sac at its base, which expands as
all those within range. it captures the methane released by the culture. The ballooning sacs are
Deafening Whine (Ex): A Magi Cicada can let loose a loud, rising and easily ruptured if disturbed, so most are surrounded by thick branches.
falling staccato whine every 1d8 rounds. All creatures (except Magi Cicadas) These branches are in turn covered in large thorns to prevent wandering
within 30 feet become deafened for 2d6 rounds. The effects can be negated animals causing them to explode. A hard jostle to the
with a successful Fortitude save (DC 13). Deafened creatures cannot be
affected again while they are deafened. A victim deafened repeatedly for at
least 10 rounds must make a successful Fortitude
save (DC 13) each round the sound continues
thereafter, or be rendered permanently
deaf (unless cured by magic). A swarm
of Magi Cicadas whining in concert
can shatter a creature’s heart. Such
an act requires at least 21 cicadas and
a failed Fortitude save (DC 14, +1 each
after 21) during each round of
continuous whine.

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.

“Money is better than poverty, if only for financial reasons.”


~Bartus, The Rogue of Orauth
129
Large tree, or a slight impact to its sac produces an 3d10 hp explosion in a Base Attack/Grapple: +0/-14
3d6 ft. radius. As they grow from saplings, Small trees cause 1d10 hp damage Attack: Touch +7 (attach)
in a 1d6 ft. radius, and Medium trees cause 2d10 hp damage in a 2d6 ft. radius. Full Attack: Attach +7 (attach)
Groves of these trees grow in the deep recesses of swamps, and one exploding Space/Reach: 5 ft./5 ft.
tree can destroy an entire copse in a flaming conflagration. Special Attacks: Attach, blood drain
Special Qualities: Darkvision 60 ft., mosquito scent, vermin traits
MIMETIC Saves: Fort +2, Ref +1, Will -2
Hazard, CR ½ Abilities: Str 1, Dex 16, Con 10, Int —, Wis 10, Cha 6
A Mimetic is a Tiny plant that disguises itself as another plant in order to Skills: Hide +2 (+8 racial bonus), Spot +2
spread its seeds. A Mimetic can look and smell like any plant it is near, Environment: Warm marsh or forest
blending in perfectly to its surroundings. A Mimetic Organization: Solitary, cluster 2-40, cloud 41-100
shoots a pollen cloud in the direction of Challenge Rating: ½
at any creature that approaches within 5 Treasure: None
ft. The cloud expands quickly (2 rounds) Alignment: Always neutral
to cover a 10-ft. radius for 1d2+1 rounds.
Creatures inside this area must
make a successful Will save (DC
15) or become infested with
“pollyanna pollen.” This
pollen enters a creature and makes its way to the brain where it causes a state
of hyper- joi de vivre, a joy of life that rivals even Bayou Halflings.
An infested creature only does enough work to obtain sustenance or stay
reasonably healthy. These individuals seek only to relax, enjoy nature, and
take pleasure in the simple life. Nothing is bad, everything is
good. “So what if my friend was torn to shreds by wild
boars? Her blood sure was a pretty shade of red, wasn’t it?”
And it just gets worse from there. Advancement: 1-2 HD
Once a Mimetic puffs at a target, it withers and dies in 1d4 (Diminutive), 3 HD (Tiny)
hours and can no longer spit pollen clouds. After a creature is A green colored abdomen, brown wings, and
infested, each liquid excrement occurrence becomes a seed deposit gray proboscis e a s i l y identify a Wildwood
for 1d4 new Mimetic plants. This condition lasts for 1d4+1 years unless Mosquito from its other giant cousins. Unlike the
a neutralize poison spell is applied. female’s sparsely h a i r y antennae, a male
mosquito’s antenna is feathery. Once a Wildwood
Mosquito has drained 4 points of
MOSQUITO, MONSTROUS Constitution from a single creature, it
These slender, crepuscular flies are known for the biting habits of the detaches and flies off to digest its meal.
females, who are nocturnal parasites that require a blood meal before they Wildwood Mosquitoes sometimes attack in swarms with
can produce eggs. This blood can be from wild animals, d o m e s t i c the same stats as a locust swarm (MM, v3.5). Light (shined in
animals, humans, demi-humans, humanoids, or dark) has a 70% of causing all the mosquitoes within view to
monsters, depending on the mosquito breed. Males do not bite
swarm (MM, Swarm), and bright colored clothes have
and generally feed on plant juices. a 40% chance. These chances reoccur during every round of
Monstrous Mosquito larvae, called wrigglers, live in quiet bodies of water, exposure.
ranging from fluid-filled Giant Pitcher Plants to stagnant lakes, where they Wildwood Mosquitoes that live in northern climates are called
feed on algae and minnows. The amphibious wrigglers breathe air, and if they Snow Mosquitoes. They are entirely silver while there is snow on the
cannot breach the water surface, the larvae suffocate in 1d4+4 rounds (villagers
ground, but slowly change to light brown as it melts (if it ever does). Large
are know to pour oil onto infested waters to suffocate them). Monstrous swarms of them have been known to attack white dragons and remorhaz, but
wrigglers are defenseless and can be killed relatively easy. this is unusual and rarely successful. Their favorite victims appear to be
northern herd animals, humans, polar bears and ice elves.
All Monstrous Mosquitoes (called Maringouin in the Aboriginine
language) have the following two special attacks, and special quality:
Attach (Ex): If a Monstrous Mosquito hits with a touch attack, it
SALTMARSH MOSQUITO
latches onto its prey’s body and can make a blood drain attack. All Tiny Vermin (3 ft. wing span)
Monstrous Mosquitoes produce venom that deadens the nerves so that Hit Dice: 2d8 (9 hp)
the blood drain can be accomplished secretly. A victim is allowed a Initiative: +3 (Dex)
Reflex save (DC 14 + Monstrous Mosquito size modifier to AC) to Speed: 5 ft. (1 square), fly 40 ft. (poor)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
detect an attached mosquito.
Blood Drain (Ex): A Monstrous Mosquito drains blood for one point of Base Attack/Grapple: +0/-10
temporary Constitution damage each round it remains attached. After Attack: Touch +5 (attach)
detachment, the nerve-deadening venom creates a red rash next to the entry Full Attack: Touch +5 (attach)
wound, and causes a maddening itch that causes the victim to fight at -1 for Space/Reach: 5 ft./5 ft.
Special Attacks: Attach, blood drain, sonic wings
each “sting” it has received, up to a max of -4. Each wound itches for 4d4
hours. Special Qualities: Darkvision 60 ft., mosquito scent, vermin traits
Mosquito Scent (Ex): Both mammal breath and evaporating sweat can Saves: Fort +3, Ref +1, Will -1
be detected by the antenna of a Monstrous Mosquito up to 90 ft. away. Abilities: Str 2, Dex 16, Con 10, Int —, Wis 10, Cha 6
Skills: Hide +2 (+8 racial bonus), Spot +3
Environment: Warm marsh or forest
WILDWOOD MOSQUITO Organization: Solitary, cluster 2-30
Diminutive vermin (1 ft. wing span) Challenge Rating: 1
Hit Dice: ½d8 (2 hp) Treasure: None
Initiative: +3 (Dex) Alignment: Always neutral
Speed: 5 ft. (1 square), fly 30 ft. (clumsy) Advancement: 3-5 HD (Small)
Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 14 A Saltmarsh Mosquito is black with silver spots on its smoky wings. It

“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.

“Life is a long lesson in humility.”


136 ~Magrid Hubeaux, cleric of Tsombi
possess spell immunity, regeneration, deliver poison, and can grasp ten COMBAT
opponents at great distance distance. Flaming oil, acid, normal fire and Quag Creatures lie in wait for victims while partially submerged. Quaking
various other alchemical attacks do normal damage. bogs are their primary habitat where they leap from below the foliage carpet
Constrict (Ex): To grab a creature the Puffball Phylactery must make a to snatch prey. In swamps and marshes, the creatures hide below the water
successful grapple. Held creatures can automatically be dealt 2d4 points of surface and leap onto the shoreline to surprise attack. In either case, a Quag
damage, plus poison, each round. Creature attempts to steam its prey to death.
Poison (Ex): Fortitude save (DC 24); initial damage permanent Strength Quag Creatures are notoriously difficult to kill with weapons due to their
2d8, secondary damage 2d8 temporary Dexterity. This poison is released by bony, armored shells. They can withdraw inside these shells like turtles to
the spiky carapace and the tips of all 10 tentacles. become fully protected. Exposed appendages have a +3 natural to AC,
Shatter Weapon (Su): Weapons that strike a Puffball Phylactery instead of +17.
automatically receive the same amount of damage (PHB, Sunder — weapon Amphibious (Ex): Although Quag Creatures breathe using gills, they can
hit points) as a target, inflicting no damage on the puffball. Weapons that are survive out of water indefinitely, provided they have access to moisture.
reduced to zero hit points or less are irreparably damaged and shatter into 1d4 Without moisture they can survive 1 hour per Constitution point. Quag
pieces. Damage to magic weapons subtracts the amount of its plus (for Creatures are osmoconformers, breathing only freshwater, and never
example, a +3 longsword that would have received 10 points of damage only saltwater. They can breathe brackish water for short periods of time (½ hour
receives 7 points of damage). per Constitution point).
Spiked Carapace (Ex): The high AC of a Puffball Phylactery is due in Waterbug Eyes (Ex): Quag Creatures have waterbug eyes, giving them a
part to the many gems studding its brown, thick, cracked carapace. Naturally four-eyed appearance. This eye division allows them to see above and below
sharp growths jut from between the gems. Contacting the spiked carapace the water surface at the same time. Waterbug eyes decrease the likelihood of
automatically causes 1d4 points of damage, plus poison. surprise and increases initiative (+4) for a Quag Creature.
Steam Burst (Ex): This requires a successful touch attack. Burning hot
steam can be vented from a valve on each of the creature’s feet, causing 1d4
QUAG CREATURE points of damage for each one that hits. The steam burst stuns (DMG
Medium Aberration Condition Summary) the victim for 1 round, unless a successful Reflex save
Hit Dice: 3d8 (13 hp) (DC 13) is made.
Initiative: +8 (+4 Dex, +4 waterbug eyes) Mucus Excretion (Ex): Three times per day a Quag Creature can excrete
Speed: 20 ft. (4 squares), climb 5 ft., swim 40 ft. (average) Mucus for 1d4+2 rounds. The mucus makes it nearly impossible to grapple
Armor Class: 29 (+2 Dex, +17 natural), touch 12, flat-footed 27; [appendages or snare. Grapple attacks against Quag Creatures receive a -20 penalty.
+3 natural] Ropes, nets and webs do not often work against them, unless magical.
Base Attack/Grapple: +2/+4 The Mucus also acts to reduce turbulence and increase the laminar flow of
Attack: Bite +4 melee (1d4+2) or foot +4 touch (steam burst) water over and past the body, allowing a huge increase in the Quag Creature’s
Full Attack: Bite +4 melee (1d4+2) or 6 feet +4 touch (steam burst) water speed. This triples its normal swim rate during the excretion period, a
Space/Reach: 5 ft./5 ft. handy way to escape a losing battle.
Special Attacks: Steam burst
Special Qualities: Amphibious, waterbug eyes, mucus excretion QUICKMUD LADYBUG
Saves: Fort +3, Ref +0, Will +0 Hazard, CR ½
Abilities: Str 14, Dex 14, Con 10, Int 3, Wis 10, Cha 6 These Diminutive insects are aggressive
Skills: Listen +4, Spot +8 Vermin that live near quickmud and other
Feats: Alertness miasmas. If a Quickmud Ladybug touches an
Environment: Quaking bog, floating marsh, swamp animal or humanoid, the creature must
Organization: Solitary, pair or brood (3-10) make a successful Fortitude save
Challenge Rating: 3 (DC 20) or be infected with
Treasure: None quickmud coma (new
Alignment: Always neutral disease). The coma lasts
Advancement: 3-5 HD (Medium), 6-10 HD (Large) until a remove disease or
A Quag Creature lives beneath floating heal spell is applied, or the
marshes, quaking bogs, and in swamps victim dies of thirst and
and marshes, starvation. The
Quickmud Ladybug feeds
preys on Giant Aphids (new monster). An aquatic species of Quickmud
Ladybug, the Lady Waterbug, feeds on Amphibs (new monster).

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

0-LEVEL BARD SPELLS (CANTRIPS)


Reintegration: Return dissolved or disintegrated target to normal.

Pollen Cloud: Blown pollen causes hay fever.


Sense Emotion: Sense what others are feeling. 7 TH
-LEVEL CLERIC SPELLS
Dream Dispersion: Send dream message to multiple creatures.
1 ST
-LEVEL BARD SPELLS
Conjure Missilry: Conjures non-magical missiles. 9 TH
-LEVEL CLERIC SPELLS
Manacles: Spheres of force handcuff a creature. Amber Imprisonment: Entombed in an indestructible block of amber.
Reverse Water Damage: Repairs defects caused by natural water. Dissolution: 2d6 damage/level, death turns target into liquid blob.
Transmogrify: Deforms target creature. Lycanthropox: Temporarily infects creature with any lycanthropy.
Twinspeak: Two creatures speak unique language.
CLERIC DOMAINS
2 ND
-LEVEL BARD SPELLS CONSECRATION DOMAIN
Adhesive: Covers surface with gluelike substance. Deities: Easol, Leacon
Dumbstruck: Target is unable to speak. Granted Power: Detect undead once a day as a spell-like ability.
Underwater Speech: Communication via underwater animal sounds. 1 Disrupt Undead
2 Consecrate
3 RD
-LEVEL BARD SPELLS
3 Halt Undead
4 Restoration
Propulsion: Propel a conveyance magically. 5 Hallow
6 Holy Word
4 -LEVEL BARD SPELLS
TH 7 Control Undead
8 Sunburst
Commune Arcana: Two-way communication over any distance.
9 Imprisonment (works only against undead)

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

Aquatic Creature: Changes creature into aquatic version.


Bloated: Half speed, -2 attack penalty, Charisma to 2.
Conjure Missilry: Conjures non-magical missiles. Enchanted Forest: Awakens all natural objects in area.
Cricketfrog Long Jump: Jump horizontally 60 times body length. Endothermic Mold: Cold mold causes 4d8 damage.
Cuttlefish Camouflage: Hide in plain sight, +8 Hide skill bonus. Freezing Point: Cold water causes 6d4 cold damage, Strength loss.
Egret Legs: Legs stretch 3 ft. + 1 ft./level. Insect Size: Shrink creature 1/10 size, +5% remaining size/level.
Poxy: Infect creature with deadly contagious disease.
Lily Boat: A lily pad becomes a water conveyance.
Manacles: Spheres of force handcuff a creature. Taurformation: Humanoid becomes half animal creature.
Oil Sheet: Slick oil erupts and covers surfaces. Thermocline: Boiling water causes 6d6 heat damage, heat stroke.
Piscatorial Organs: Imbues a creature with fish abilities. Torpor, Greater: As torpor, except 8 HD of humanoid creatures.
Pelican Pouch: Extradimensional space in your mouth. Waterspout: Tornado forms over water.
Pheromone Message: Odor sends secret message to allies.
Reverse Water Damage: Repairs defects caused by natural water. 5 TH
-LEVEL DRUID SPELLS
Splash Down: Body or object does not disturb the water. Anti-Aquatic Cloud: Underwater cloud poisons water breathers.
Spoonbill Feeding: Obtain food in shallow waters. Bestow Natural Curse: Inflicts progressive curse of nature.
Torpor, Diurnal: As torpor, except 4 HD of any type creature. Cone of Water: 40 ft. water jet, 1d6 damage/level.
Water Fall: Foamy water cushions your fall. Control Currents: As control winds, except in water.
Corrosive Grasp: Non-precious metals brittle, 3d6 damage metal creatures.
2 ND
-LEVEL DRUID SPELLS Dream Commune: Converse with a dreaming creature.
Limbs to Snakes: Appendages become snakes, attack owner.
Adhesive: Covers surface with gluelike substance.
Blades of Grass: Low-lying grass given sharp edges. Moisture Barrier: Prevents water from passing through it.
Curse of the Beast: Deforming animal attribute. Primal Scream: Loud animal noises disguise long-distance messages.
Discover Wildlife: Detects dangerous animals/plants. Pudding Acid: Eats through metal, wood, skin (2d6 damage/round).
Evacuate: Stomach, guts and vesicles forcefully empty. Riptide: Succeed Swim check (DC 15), Strength check (DC 15) or drown.
Spew Spores: 30 ft. long cone, blindness and choking 1d4+4 rounds.
Flotsam Buoyancy: Creature floats on water surface.
Water Bomb, Greater: 1d10 damage/level from explosive boiling water.

“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.

1 -LEVEL PALADIN SPELLS


ST 1 -LEVEL SORCERER/WIZARD SPELLS
ST

Conj Conjure Missilry: Conjures non-magical missiles.


Manacles: Spheres of force handcuff a creature.
Evoc Manacles: Spheres of force handcuff a creature.
Mystic Outcry: Last ditch divine cry for help.
Trans Reverse Water Damage: Repairs deformities caused by water.

RANGER SPELLS
Ranger spells can be used by the Muckranger class. 2 -LEVEL SORCERER/WIZARD SPELLS
ND

Div Twinspeak: Two creatures speak unique language.


1 ST
-LEVEL RANGER SPELLS
Div Underwater Speech: Communication via animal sounds.
Evoc Violet Burst: 1d6 damage per level to fungi/oozes/slimes.
Conjure Missilry: Conjures non-magical missiles.
Cricketfrog Long Jump: Jump horizontally 60 times body length.
Cuttlefish Camouflage: Hide in plain sight, +8 Hide skill bonus. 3 RD
-LEVEL SORCERER/WIZARD SPELLS
Lily Boat: A lily pad becomes a water conveyance. Evoc Water Bomb: 1d6 damage/level from explosive water.
Manacles: Spheres of force handcuff a creature. Trans Commune Arcana: Two-way communication over any distance.
Oil Sheet: Slick oil erupts and covers surfaces. Trans Frog Climb: Climb speed 30 ft., any surface, +30 to Jump skill.
Piscatorial Organs: Imbues a creature with fish abilities. Trans Propulsion: Propel a conveyance magically.
Pelican Pouch: Extradimensional space in your mouth.
Pollen Cloud: Blown pollen causes hay fever.
Sense Emotion: Sense what others are feeling.
5 -LEVEL SORCERER/WIZARD SPELLS
TH

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.

“Hand on your weapon!”


~Typical farewell in Dockside
182
Class Features an Alchemist can make any solid or liquid material transparent. This change
All of the following are class features of the Alchemist. may be temporary or permanent, depending on the material applied to and
Weapon and Armor Proficiency: Alchemists are proficient with the cost of the salve.
club, light crossbow, sling and dagger. They are not proficient with any type Speak Language (Hermetic): Hermetic (new language) is the secret
of armor or shield. language of Alchemists. Hermetic has no spoken form as the skill suggests,
Alchemical Language: Alchemists with this ability have learned to but is instead a written language of formulas and symbols. In fact, the
exude Pheromone Messages from their skin to communicate with other alphabet is called “formulae” and is normally only learned through the secret
Alchemists through olfactory senses. Such messages can be as complex as rituals of Alchemists. Hermetic is so secret, in fact, that it is often hidden
the Common tongue. Despite its reliance on cooperative air currents and with other pictographs or in code.
reasonable proximity, this form of communication has its advantages. State of Matter (Ex): Using two types of alchemical dust, an Alchemist
Antitoxin Catalyst: The Alchemist can add a few drops of secret can turn one object of up to 2 cu. ft. of matter into a viscous liquid form, and
ingredients to a normal antitoxin to create a more powerful one (+10 then back to solid again. There is no time limit on returning an object to its
alchemical bonus). Such improved antitoxins cost solid state, but if some liquid goes missing the object
200 gp per vial and are created using the Craft does not transform back to solid. Transformed
(alchemy) skill. liquid does not evaporate, except at extremely
Base: This ability allows the Alchemist to create a high temperatures (over 500 degrees F.).
caustic base (new weapon). A base is alkaline and Pansophy (Ex): Instead of making a Knowledge
neutralizes acid, so it can be used to create antacid salves skill check, an Alchemist can make a Pansophy
or neutralize pools of acid. Base is created using the check with a bonus equal to class level + Wisdom
Craft (alchemy) skill. modifier. “Pansophy” covers all areas of knowledge
Brew Greater Potion (Ex): The Alchemist that can be used with the Knowledge skill.
can use the Brew Potion feat to create a concoction Plasma (Ex): By using a
that produces the effects of any General feat. Effects of such potions last for catalyst, the Alchemist can release the energy of any solid, heavy substance,
5d4 rounds and cost upwards of 50 gp each to concoct. Each prerequisite of causing it to burn as hot as fire for 1 minute per class level. Not only is this
the feat triples the original cost. useful for creating light and heat underwater or in high winds, but it is handy
Cantriphy (Ex): The Alchemist can use the Brew Potion feat to create for escaping cages or burning enemy armor.
an alchemical substance (liquid, powder, crystal, combustibles, etc.) that can Waterproof Applicant (Ex): Applicants for waterproofing can be created
create an effect similar to any sorcerer cantrip (except divinations). using the Craft (alchemy) skill (DC 12). The form of such salves greatly
Concoct Homunculus Familiar (Ex): Following ancient formulae, vary, but typical types are oils for ferrous metals, soaking liquids for paper,
the Alchemist can create a homunculus (MM) familiar (PHB, Familiars) stains for wood, and waterproof dust sprinkled over objects or creatures.
using the Craft Construct feat. Such familiars are unique to Alchemists. If any
familiar rule conflicts with a homunculous rule, the familiar rule supersedes it. BALLADMONGER
Craft Construct (Ex): The Alchemist discovers the formulas necessary Sometimes called a “devil bard” this lawful evil musician spreads infernal
to gain the bonus feat of Craft Construct (MM). music to invoke mayhem and procure souls.
Elixir of Springtide (Ex): Using ancient wisdom, an Alchemist can Adventures: Balladmongers want to learn, whether it is to uncover
concoct an elixir that prevents the subject from aging for an entire year. The secret information used to blackmail an enemy, or a find new song of
imbiber is also protected against a total of 20 years of magical aging, for that despair. Balladmongers seek evil and discouraging magic, pillage tombs
same year. Such potions do not stack effects, but they can be used consecutively. and rob vaults. Challenging other bards to musical duels is a fond pastime
These concoctions require at least 9,000 gp to brew, and the ingredients are for the Balladmonger, wagering an opponent’s spirit against masterwork
both exotic and rare. musical instruments.
Energy Diversion (Ex): Using the right crystals and catalysts, the Characteristics: Balladmongers bring forth evil magic from their
Alchemist can divert energy from spells (electricity from a lightning blackened souls, not from a spellbook by working magic with their music and
bolt) or other sources (heat from a magma flow) to a random location song. They engage in questionable necromancy and deal with extra-planar
within range. Using a ranged touch attack, the Alchemist can try to creatures for their own foul purposes.
direct the energy to a specific location. At 20th level, the Alchemist can Alignment: Balladmongers can only be lawful evil. Since lawful bards are
attempt to use this ability on magical energies directed specifically at rare, their eerie synthetic and mechanical-sounding music has been known
the Alchemist. to give listeners the heebie-jeebies.
Ectoplasm (Ex): The Alchemist can concoct an ectoplasmic substance Religion: Balladmongers often worship deities of tyranny, death, and
that when smeared on an object or creature, becomes either ethereal or magic. Lawful evil gods appeal to Balladmongers.
astral, depending on the type used. An ethereal subject remains so for 1 Background: Balladmongers learn their skills from a band of demons,
minute per class level, as if an ethereal jaunt spell had been cast on the and enslaved devils to expand their infernal knowledge of the arts. Such
subject. Up to 2 cu. ft. of matter per class level can be turned ethereal or creatures are summoned in formal colleges. In ascending order of rank, the
astral. An astral creature is affected as if an astral projection spell were titles used by Balladmongers are 1-2 Cruel Poetling, 3-4 Discordant Dreg, 5-
cast on it. 6 Bewitching Jangler, 7-8 Infernal Versesmith, 9-10 Wicked Poeticule, 11-
Philosopher’s Stone (Ex): The Alchemist, having attained all knowledge 12 Devilish Rhymester, 13-14 Damnable Metrist, 15-16 Sibilant Demagogue,
worth knowing, gains enough information to create a minor artifact, a 17-18 Condemned Poetaster, 19-20 Diabolic Cacophonist.
philosopher’s stone (DMG Minor Artifacts). Each stone takes 20d4 years, Races: Humans, savage humanoids and half-orcs commonly take this
minus Wisdom bonus, to construct. class. It is rare for gnomes or half-elves to select this class. Balladmonger
Planar Crystals (Ex): The Alchemist can use crystals and catalyst halflings or elves are practically non-existant.
substances to open portals to the inner planes of Earth, Air, Fire and Water, Other Classes: Balladmongers work well in groups, as it suits their
as well as any planes between them. The effect is similar to a gate spell in that lawful nature. Their evil side promotes disharmony, however, always seeking
it opens an interdimensional connection between the target plane of existence to be in control or on top of the social structure.
and the Alchemist’s, allowing travel between those two planes in either Role: Balladmongers are the perfect group leaders, possessing expansive
direction. knowledge, weapon experience, and musical spells.
Slow Matter (Ex): By using a catalyst, the Alchemist can slow the energy
of any solid or liquid substance, cooling it to any desired temperature. The GAME RULE INFORMATION
temperature can be reduced 12 degrees Kelvin (0 Celsius = 32 Fahrenheit = Balladmongers have the following game statistics.
273 Kelvin) for each class level of the Alchemist. No one knows what would Abilities: Charisma determines how powerful a spell a Balladmonger
happen if matter were reduced to Absolute Zero, which is 0 degrees Kelvin, can cast, how many spells cast per day, and how hard those spells are to resist.
because it has never been done. Recommended class-related skills are Craft (poisonmaking), Craft (luthier)
Transparent Material (Ex): Using various alchemical salves or powder, and Knowledge (musicology).

“Fool’s gold is money soon thwarted.”


~Lasra Evendeyes, Alchemist
183
that wronged their people. of agonizing curses that are difficult to remove.
Characteristics: Houdoans are reclusive by nature, but on an
individual basis they deal with GAME RULE INFORMATION
Animism is the belief that personalized every member of the tribe at one Houdoan have the following game statistics.
souls (animus) inhabit ordinary objects time or another. A Houdoan never Abilities: Wisdom and Charisma are important to a Houdoan.
and govern their existence. Such an turns down a request for healing, Alignment: Any non-evil, non-good.
object, called a huaca, can be anything, even to the most rotten of souls. Hit Dice: d8
such as a mountain, hill, pasture, This is not to say Houdoans are
spring, stream, river, rock, headdress, pacifists. If they or those they Class Skills
scepter, weapon, chair, dead body, or protected are attacked, they have The Houdoan’s class skills (and the key ability for each skill) are
gem. Sympathetic magic is based on no qualms about fighting back. Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal, Heal
the idea that all things are connected, Alignment: A Houdoan must (Wis), Knowledge (arcane), Knowledge (history), Knowledge (religion),
and therefore power can be derived by maintain neutrality in order to be Knowledge (the planes), Listen (Wis), Profession (Wis), Sense Motive (Wis),
using fetishes. Fetishes, including effective, so any non-evil, non- SpellCraft (Int), Survival (Wis) and Swim (Dex). The Craft (Alchemy) skill
fetish dolls, are powerful symbols of a good alignment is possible. is important to Houdoans.
spellcaster’s intention, especially when Religion: Many Houdoans Skill Points at 1st Level: (2 + Int modifier) x 4
made from items once connected worship Tsombi (new), the proxy Skill Points at Each Additional Level: 2 + Int modifier
physically to the intended target of the god of animism and sympathetic
magic. A Fetish Servant (new monster) magic. Others worship no deity Class Features
is an example of a fetish doll. at all, opting to worship animistic All of the following are class features of the Houdoan.
objects directly. Weapon and Armor Proficiency: Houdoan are proficient with all
Background: Many Houdoans decide to take this path because of an simple weapons, and all armor types made from natural materials, such as
affinity for herbs, alchemy, spirits, and a desire to help others. Most Houdoans leather or hide, and with most shields made from natural materials (such as
of the region have at one time or another read the scrolls known as the Dread wood), except tower shields.
Pharmacopoeia, described in more detail at the end of “Class Features” Spells: Spell use for Houdoans functions the same as for clerics, except
hereafter. They consider its teachings holy. they do not receive bonus domain spells.
Races: Marshfolk and other human tribes dominate this class, but locally Animus Council (Su): Three times per day, the Houdoan can speak
the Bayou Halflings, Mud Dwarves, wild elves, and Bayou Punters have been with the animus of an object that provides the equivalent of an augury spell.
drawn to this class. It is rare for a gnome to select this class. At higher levels the effect is equal to a divination spell and legend lore spell.
Other Classes: Their tribal nature predisposed Houdoan to an affinity Aura of Fright (Su): This aura radiates in every direction for 3 ft. per
towards barbarians. Houdoan are always preoccupied with things no one else Houdoan class level. All strangers within this area (friends are immune), with
can see, and this can be distracting to those that deal with harsh reality, such fewer HD than the Houdoan must make a successful Will save (DC 10 +
as fighters and thieves. It is the duty of the Houdoan to help all those in need, Houdoan level) to avoid the effects. Those who do not save receive a -2
regardless of alignment or personal philosophy, so they work well with all morale penalty on attack rolls, weapon damage rolls, and saving throws as
classes. long as they remain within the effect radius.
Role: The Houdoan are tribal spellcasters extant of the local religion. Brew Greater Healing Potion (Ex): Using the Brew Potion feat, a
They perform healing, offer spiritual guidance, and provide magic assistance. Houdoan can create a potion that duplicates any healing or curing spells,
During times of crisis, the role of the Houdoan is to communicate with including those above 3rd level (such as heal, regenerate, etc). Such a potion
entities on other planes and secure their aid to provide for the needs of the has a 95% chance of failure if administered by anyone other than the
tribe. Houdoans have all the typical priestly abilities, using votives and Houdoan that created it.
personal objects to act as components for spells. Enchantments, Call Angel/Demon (Sp): This powerful ability allows a Houdoan priest
transmutations, and divinations are enhanced for the Houdoan. Circle juju to call forth an angel or demon, up to the same HD as the priest’s class level,
(folk magic) allows them to work in tandem with other Houdoan priests to as if a lesser planar ally spell were cast. A demon is automatically under a
create metamagic effects. A Houdoan can create living zombies, manipulate dimensional anchor spell and a magic circle against evil spell (directed
dreams, summon spirits, control demons/angels, and are the undisputed masters inward), providing the Houdoan has taken the proper precautions for carefully

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

LETHAL WEAPONS Range


Simple Weapons Cost Dmg (S) Dmg (M) Critical Increment Weight Type
Light Melee Weapons
Anklebiter 6 gp 1d4 1d6 x2 — 3 lb. Slashing
Bola, Poison 5 gp 1d3 1d4 x2 10 ft. 2 lb. Bludgeoning
Bolo 2 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. Piercing/slashing
Bodkin 2 gp 1d3 1d4 x3 — 1 lb. Piercing
Fishing Gaff 1 gp 1d3 1d4 x4 — 5 lb. Piercing
Goolie Crusher 4 gp — see text see text — 1 lb. Bludgeoning
Kneecracker 8 gp 1d4 1d6 x2 — 4 lb. Bludgeoning
Two-Handed Melee Weapons
Longspear, Barbed 6 gp 1d6/1d3 1d8/1d4 x3 — 9 lb. Piercing
Ranged Weapons
Bird-Bolt 10 sp 1d2 1d4 x2 — 1 lb. Bludgeoning
Blowstick 1 gp 1 1 x2 10 ft. 2 lb. Piercing
Needles, blowstick (20) 1 gp — — — — 0 lb. —
Bowsling 1 gp 1 1d2 x2 20 ft. 1 lb. Bludgeoning
Cane Bow 15 gp 1d4 1d6 x3 60 ft. 1 lb. Piercing
Cane Arrows (20) 1 gp
Club, Tribal Throwing 1 sp 1d3 1d4 x2 20 ft. 2 lb. Bludgeoning
Crossbeaux, Pellet 20 gp 1d4 1d6 x2 60 ft. 5 lb. Bludgeoning
Dart, Septicemia 9 gp 1d3 1d4 x2 20 ft. 1/2 lb. Piercing
Jai 3 gp 2d4 2d6 19-20/x3 15 ft. 1 lb. Bludgeoning
Pilum, Light 2 gp 1d4 1d6 x2 30 ft. 2 lb. Piercing
Sling Stick 1 sp 1d3 1d4 x2 30 ft. 1 lb. Slashing
Spear, Snag 15 gp 3d6 3d8 19-20/x3 120 ft. 10 lb. Piercing
Range
Martial Weapons Cost Dmg (S) Dmg (M) Critical Increment Weight Type
Light Melee Weapons
Tomahawk 8 gp 1d3 1d4 x2 10 ft. 2 lb. Slashing
One-Handed Melee Weapons
Sword, Scramasax 10 gp 1d4 1d6 19-20/x2 — 2 lb. Piercin
Two-Handed Melee Weapons
Longspear, Dragontooth 500 gp See text See text 19-20/x4 — 9 lb. Piercing
Pilum, Heavy 4 gp 1d6 1d8 x3 5 ft. 9 lb. Piercing
Ranged Weapons
Equine Arbalest 300 gp 3d4 3d6 19-20/x2 100 ft. 16 lb. Piercing
Bolts, equine arbalest (10) 2 gp — — — — 1 lb. —
Gastraphetes 400 gp 1d8 1d10 19-20/x2 120 ft. 12 lb. Piercing
Mangonel 1,200 gp 12d6 12d6 18-20/x3 100 ft. 1 ton Piercing
Trebuchet 1,000 gp 12d6 12d6 19-20/x2 90 ft. 1 ton Piercing
Toxoballistrai 75 gp 1d10 1d12 10-20/x2 150 ft. 8 lb. Piercing
Bolts, toxoballistrai (10) 1 gp — — — — 1 lb. —
Range
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Increment Weight Type
Daggertooth 16 gp 1d3 1d4 x2 — 1 lb. Piercing
Daggertooth, Dire 32 gp 1d6 2d6 x2 — 2 lb. Piercing
Daggertooth, Great 64 gp 2d8 3d8 x2 — 4 lb. Piercing
Moonstick 5 sp 1d3 1d4 x2 150 ft. 1 lb. Bludgeoning
Fire Syphon, Siege 1,350 gp 5d6 5d6 — 5 ft. 1 ton —
Fire Syphon Hand 420 gp 1d6 1d6 — 5 ft. 20 lbs. —
Range
Special Substances Cost Dmg (S) Dmg (M) Critical Increment Weight Type
Base (flask) 12 gp 1d8 1d8 — 10 ft. 1 lb. Ranged touch
Infernal Machine, Low 1,000 gp 5d10 5d12 — — 15 lb. Bludgeoning
Infernal Machine, Medium 20,000 gp 5d10+40 5d12+50 — — 15 lb. Bludgeoning
Infernal Machine, High 99,000 gp 5d10+200 5d12+300 — — 15 lb. Bludgeoning

“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.

Lexicon of Common Bugs


Black Widow Spider: This ¾-inch spider is known by the female’s red hourglass marking on its black abdomen, possessing a poisonous [equivalent
to burnt othur fumes, DMG Poison], often fatal, bite.
Brown Brushfoot Butterfly: This 1¾-inch butterfly is light brown and has prominent black, yellow and white ringed eyespots on its wings.
Bumble Bee: These 1-inch overly bulbous bees gather nectar and pollen, nest underground and only stinging if molested.
Bush Katydid: This ½-inch long, bright green grasshopper feeds on bushes and the foliage of bushes and trees.
Chigger: These tiny 1/16-inch red arachnids produce larva that bite, causing welts and intense itching.
Cockroach: Often considered the scourge of civilization, these 2-inch long insects are at home in the swamp, eating offal, fungus and carrion.
Crane Fly: These 2½-inch, delicate, nectar-sipping flies are harmless, often mistaken for huge mosquitoes as they enter homes.
Daddy-Long-Legs: Although spider-like in appearance, this ½-inch arachnid is not a true spider, lacking a segmented body. Its eight, arching, wiry,
long black legs spread out 2-3 inches in all directions. It feeds on spiders, insects and plant juices.
Dragonhunter: Other dragonflies, as well as butterflies, are a primary food source for this striking yellow and black, 3¼-inch dragonfly.
Fire Ant: A dull orange, [1-inch long insect that gives a painful bite.
Firefly: Also known as a “Lightning Bug,” this bizarre ½-inch long beetle flashes light from its abdomen to attract a mate, each species with a
unique flashing pattern.
Golden-Silk Spider: This 1-inch orange and black spider builds large, 24 to 36-inch webs.
Horse Fly: This 1-inch long, hairy black fly has red eyes and the females suck blood, a coagulant in her saliva causing bleeding wounds.
Hummingbird Moth: This unusual, brown 1½-inch moth hovers on rapidly beating wings at flowers, often mistaken for hummingbirds.
Lady Beetle: Also known as a “Ladybug,” this ¼-inch beetle has distinctive orange wings with 13 black dots, and feeds on aphids.
Love bug: These delicate, ½-inch, black flies have an orange spot near their heads and are often seen attached, mating while flying.
Luna Moth: This huge, 4-inch silkworm moth has green forewings with purple eyespots and very long, light-green hindwings, often feeding on
hickory, walnut and sweet gum trees.
May Beetle: Also called a “june bug” in some quarters, this brown beetle makes a slow, buzzing flight toward light.
Mosquito: ½-inch long, slender flies wherein the female sucks blood and male sucks plant juices.
Palamedes Swallowtail Butterfly: This 4½-inch butterfly is blackish above, with yellow band and spots, feeds on red bay, sweet bay and sassafras
leaves (caterpillars are green with orange and black eyespots).
Paper Wasp: 1-inch long brown and yellow wasps that sting, but are not aggressive, and build globular, hanging nests that have a consistency like paper.
Periodical Cicada: This 1-inch cicada lives as a nymph within tree roots for 13-17 years, feeds on the sap, emerges as an adult to live about a month! It is
known for both its loud, rising and falling staccato whine, as well as its proclivity for leaving intact molted shells clinging to tree trunks and the
sides of buildings.
Pondhawk: Mosquitoes are a primary food source for this bright green, 1¾-inch dragonfly with dark markings on its abdomen.
Subterranean Termite: ½ -inch long insect that feeds on rotting, moist wood, and is often found living in dead trees.
Tent Moth: This tan, 1½-inch moth transforms from a hairy, black and orange caterpillar that builds communal tents of silk.
Viceroy Butterfly: A 2¾-inch butterfly with orange and black markings resembling the monarch, but feeds on willows.
Water Strider: This ½ -inch insect feeds on mosquito larvae by skimming across the surface tension of still water using its long, slender legs.
Water Boatmen: This strange swimming, ½-inch insect has a gray, oval body with scooped forelegs and paddle-shaped hind legs for rowing, and
although they can usually be seen darting in circles in water, they can fly quite well.
Wood Tick: This [1-inch oval arachnid buries head under skin to suck the blood of mammals, sometimes causing infections.
Wooly Bear: This 1½-inch moth begins life as a distinctive caterpillar, extremely hairy and fluffy in appearance.
Yellow Jacket: ¾-inch yellow and black wasp that stings repeatedly if bothered.
Zabulon Skipper: 1¼-inch, orange moth with dark orange spots and big black eyes, feeds on grasses.
Classification is an effort by naturists to
clarify biological diversity, just as monsters
Lexicon of Common Flowering Plants are classified as Aberrations, Fey, Giants,
Alligator Weed: A sprawling 3 ft. long plant with half-inch white flowers in rounded, crowded clusters. Undead and so forth, so too are normal
Barnyard Grass: A 3 ft. high tufted grass found in marshes. animals classified in a number of different
Black Needlerush: Grows in brackish marshes, with 4 ft. erect stems producing gray, sharp leaves that taxanomical groups. A two-kingdom system,
prick. Plant and Animal kingdoms, was instituted
Bog Hemp: Green flowers produced in 4-inch spikes along the length of this 4 ft. tall plant. in the mid-18th century. The newest system
Broomsedge Bluestem: A 4 ft. tall grass often located on bogs. consists of three domains, Eubacteria,
Butterweed: Bright yellow, densely clustered, 1-inch flowers form atop erect, 3 ft. tall stems. Archaea (extreme environment bacteria),
Cardinal Flower: Bright red, tubular flowers form along this 6 ft. tall plant that is a favorite of and Eukarya (animals, plants, protists,
hummingbirds. fungi), with Virus standing alone. Thus, the
Climbing Hempweed: Also known as “pipeweed” by the Bayou Halflings, who smoke it in their pipes. hierarchy of living creature classification is
Common Cattail: Stiff stemmed plant in which females have brown cylinders beneath tan flowers. domain > kingdom > phylum > class > order
Duckweed: Nearly a millimeter long, this extremely common, green, floating plant can choke stagnant > family > genus > species. One frog, for
waters in great numbers. example, is domain Eukarya > kingdom
Dodders: A tiny scrambling and twining vine, parasitic on a variety of plants, producing small white Animalia > phylum Chordata > class
flowers. Amphibia > order Anura > family Ranidae
Giant Cane: Bamboo-like stems reach 7 ft. tall, producing narrow leaves and flowers in clusters. > genus Nasikabatrachus > species
Giant Cutgrass: The largest grass in the region, this 8 ft. tall marsh plant produces 20-inch flower panicles. Sahyadrensis > common name Purple Frog
Giant Plume Grass: Grows in marshes in clumps, reaching 10 ft. tall and topped in dense foot long [a strange frog recently discovered in India].
flower panicles.

“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).

PLACE WHAT’S THERE LOCATION PAGE


Fort Outcast ...................................... Fort village ................................................................................... Arable Republic .................................................. 23
Fort Peniston ..................................... Fort village ................................................................................... Arable Republic .................................................. 23
Fowl River ........................................ Small connecting river from Big Frog Lake to Meander River .... South of Dreadmire ............................................ 9
Garden of Orchidae .......................... Orchidae use this old druid’s grove for their worship .................. Northeastern Dreadmire ..................................... 34
Geddon .............................................. Large cowtown ............................................................................. Thalass Emirate .................................................. 30
Geistburg .......................................... Ruins of small Mud Dwarf city “Ober Archburg” ....................... Agnathan Mountains .......................................... 24
Gisoad Wanan ................................... Lizardfolk village ......................................................................... Eastern Dreadmire, near Meander River ............ 27
Gnatty Branch ................................... Farming village ............................................................................ Arable Republic .................................................. 23
Great Salt Swamp ............................. Expansive swamp of salt-caked waterlogged ground ................... Northeast of Dreadmire ...................................... 10
Greaux Bridge .................................. Bayou Halfling hamlet, elevated cypress shacks ......................... Western Dreadmire ............................................. 36
Gruefield Forest ................................ Forest grew on gruesome battlefield; forest gnomes, kobolds ...... Arable republic ................................................... —
Gum Stand ........................................ Farming village ............................................................................ Arable republic ................................................... 23
Haunted Tar Pits ............................... Zombies and skeletons are trapped in tar ..................................... Southeastern edge of Dreadmire ......................... 43
Hibernaculum ................................... Haunted overwinter site for extinct races of insects ..................... Eastern edge of Dreadmire ................................. 43
Highland Forest ................................ Oak, hickory, pine; mountain/stone giants, bronze dragons ......... Agnathan Mountains .......................................... 9
Hillmarshes ....................................... Flooded lowland hills; hippogeese, orcs, harpies ......................... Southeast of Ophel Highlands, near Torshire ..... 26
Hiti .................................................... Lizardfolk village ......................................................................... Southern Dreadmire, near Fowl River ................ 27
Hive of Qualm .................................. Thorp of Qualm worshippers that obey the Necrocompa ............. Center Dreadmire, in Perdition southern edge .... 34
Hobb Knob ........................................ Nomenary gnome village ............................................................. Ophel Highlands ................................................. 29
Humbleton ........................................ Farming village ............................................................................ Arable Republic .................................................. 23
Hurricane Cove ................................. Cove used by fisher folk to ride out storms; nymphs ................... Big Frog Lake ..................................................... 42
Invention Graveyard ......................... Technology dump of visitors from the future ............................... Center Dreadmire, south of Cypress Deadfall .... 43
Iota .................................................... Bayou Halfling thorp ................................................................... Center Dreadmire, on Fowl River ....................... 37
Istrouma ............................................ Bayou Halfling hamlet, sod homes .............................................. Northwestern Dreadmire .................................... 37
Itkytala .............................................. Lizardfolk village ......................................................................... Southwestern Dreadmire .................................... 27
Itlanacuol .......................................... Lizardfolk village ......................................................................... Eastern Dreadmire .............................................. 27
Jagged Forest .................................... Fraser furs, red spruce; wood elves, harpies, giants ..................... Agnathan Mountains .......................................... 9
Jeningus Oil Hole ............................. Oozing crude oil pools up into a caldera ...................................... Southern edge of the Hillmarshes ....................... 44
Jetty Lighthouse ................................ Marks only safe ship passage through the barrier reef ................. Cay Bay/Thalass Emirate ................................... 25
Jumon ............................................... Whaling village ............................................................................ Thalass Emirate .................................................. 30
Kether ............................................... Farming village ............................................................................ Arable republic ................................................... 23
Kettle Holler ..................................... Nomenary gnome village ............................................................. Ophel Highlands ................................................. 29
Kiha Mokupuni ................................. Means “Serpent Island”; Wikiwiki Gnomes, viper snakes ........... South of Mangrove Saltmarsh/Cay Bay ............. 46
Knobbleberry Fen ............................. Bushfolk Halfling community of Vorace worshippers ................. Center Dreadmire, eastern Perdition edge .......... 35
Labadiev ........................................... Lizardfolk village ......................................................................... Northern edge of Dreadmire ............................... 27
Laon .................................................. Large cowtown ............................................................................. Thalass Emirate .................................................. 30
Lethe River ....................................... Carries runoff to Hillmarshes, Simmering River .......................... Agnathan Mountains .......................................... 44
Light Knight ...................................... Freak knight fortress protected by holy light ............................... Center Dreadmire, barely inside the Perdition .... 44
Loam ................................................. Fishing village .............................................................................. Seamarsh/Thalass emirate .................................. 30
Lobdell .............................................. Fall and spring home for Mountain Nomads ................................ Southeastern Agnathan Mtns. (not on map) ........ 28
Loghale Forest .................................. Oak, maple; centaurs, high elves, owlbears, orcs ......................... Thalass Emirate .................................................. —
Loor .................................................. Large whaling city; sea port, wharves .......................................... Thalass Emirate .................................................. 30
Lorgrave Mountains ......................... Storm giants, orcs ......................................................................... South of the Great Salt Swamp ........................... 10
Losthome Hills .................................. Gnolls, orcs, wild elves, halflings ................................................. South of Big Frog Lake ...................................... 25
Magma Marsh ................................... Lava from Modan volcano winds its way through this marsh ...... Eastern Dreadmire .............................................. 44
Mandible Trenasse ............................ Canal connecting Meander River to Dalrymple Inlet ................... Near Sludgewood Marsh on Meander River ...... 51
Mangrove Saltmarsh ......................... Mangrove treants, green hags, hydras, mire giants, giant owls .... South of Dreadmire, north of Kiha Mokupuni ... 46
Meander River .................................. Winding river stretches north hundreds of miles to Cay Bay ....... Dreadmire ........................................................... 9
Merganser Estuary ............................ Birthplace of deity Leacon; Serpents, medusas, manticores ......... East of Dreadmire ............................................... 9
Millford Haven ................................. Farming village ............................................................................ Arable Republic .................................................. 23
Mithra Forest .................................... Liveoak trees; wild elves, wood elves, forest gnomes, fey ........... Losthome hills .................................................... 25
Modan Volcano ................................. Temple of Modan beneath; magmin, mephits .............................. Agnathan mountains ........................................... 34
Monkey Hill ...................................... Ancient burial mound watched by strange girallons .................... Center Dreadmire, south of the Perdition ........... 44
Muckdemon Island ........................... Floating marsh island; Creeps, sea hags, Sodsuckers ................... In Big Frog Lake ................................................ —
Mudhole ............................................ Bayou Halfling thorp ................................................................... Southern Dreadmire, near Fowl River ................ 38
Murcasia ........................................... Large cowtown ............................................................................. Thalass Emirate .................................................. 30
Muske ............................................... Large cowtown ............................................................................. Thalass Emirate .................................................. 30
Myrgrave .......................................... Cowtown village .......................................................................... Thalass Emirate .................................................. 30
Naermarsh ........................................ Large cowtown ............................................................................. Thalass Emirate .................................................. 30
Naquin Volcano ................................ Creates Simmering River high temperatures ................................ Agnathan Mountains .......................................... 42
Ninge Garik ...................................... Lizardfolk village ......................................................................... Eastern Dreadmire .............................................. 27
Oarnin ............................................... Half-orc thorp, espouse love for humans and hatred for orcs ....... Fork where Meander and Fowl rivers meet ........ 38
Ober Archburg .................................. Original name of Mud Dwarf city, ruins called “Geistburg” ....... Agnathan Mountains .......................................... 24
Obsidian Desert ................................ Inside extinct volcano; rocks, ash; lamias, humans, lammasu ..... Agnathan Mountains .......................................... 10
Ole Floating Tidal Mill ..................... Haunted by shadows and ghosts ................................................... Southern Dreadmire ............................................ 45
Ophel Highlands ............................... Steep hills; gnomes, ettins/hill giants, goblins, orcs ..................... South of Arable Republic ................................... 10
Orauth ............................................... Large cowtown ............................................................................. Thalass Emirate .................................................. 30
Paludial Sea ...................................... Shallow water hundreds of miles wide; aboleth, skum, nixies ..... East of the Ophel Highlands, etc. ........................ 10
Pearl Palisades .................................. Salt laden cliffs bordering the bay ................................................ Great Salt Swamp/Cay Bay ................................ —
Peatmont ........................................... Hill Clan territory ........................................................................ Southeastern Agnathan Mtns. (not on map) ........ 27

“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).

PLACE WHAT’S THERE LOCATION PAGE


Peduncle ............................................ Alluvial Elf village ....................................................................... Cay Bay east of Merganser Estuary ................... 25
Picksville .......................................... Mountain dwarf metropolis .......................................................... Agnathan Mountains .......................................... 28
Pier Part ............................................ Bayou Halfling thorp ................................................................... Southwestern Dreadmire, in Aerolith Swamp ..... 38
Plant Menagerie ................................ Halfling ex-druid Houdoan grows exotic plants .......................... Sludgewood Marsh, edge of the moors ............... 45
Port Mud ........................................... Small seaside village .................................................................... Arable Republic .................................................. 23
Portal of the Ages .............................. Temporal portal of Aeternus ......................................................... Center Dreadmire, in the Perdition ..................... 45
Poxaway Lake .................................. 10 mile wide lake ......................................................................... Thalass Emirate/Banedour Grasslands ............... 30
Quetsek’an ........................................ Lizardfolk village ......................................................................... Eastern Dreadmire, south of Angel Swamp ........ 27
Rapides ............................................. Fishing/hunting thorp, river docks ............................................... Merganser Estuary/Thalass Emirate ................... 30
Resurrection Cave ............................. Dead creatures placed inside return to life ................................... Center Dreadmire, western Perdition edge ......... 45
Rigolet .............................................. Large whaling town ...................................................................... Thalass Emirate .................................................. 30
Riverlong .......................................... Fishing village, river docks .......................................................... Thalass Emirate .................................................. 30
Rockslide Pass .................................. Dangerous path from Dreadmire to salt swamp ........................... Lorgrave Mountains ........................................... —
Ronin Hood ....................................... Ex-samurai monk Bonyr no Kesia’s hideout ................................ Southeast of Cypress Deadfall ............................ 46
Rooted Caves .................................... Arcane Atheist meeting place, also called “Secera Nasatuv” ....... Southern edge of the Hillmarshes ....................... 33
Rose-Croix ........................................ Farming village ............................................................................ Arable Republic .................................................. 23
Rot Bog ............................................. Native ossuary cursed by mummies with rotting disease ............. Sludgewood Marsh, northwestern Dreadmire .... 46
Sagud ................................................ Shacktown populated by Derangers ............................................. Center Dreadmire, in the Perdition ..................... 24
Saix Foresst ....................................... Inhabited by gray elves, dryads, green dragon ............................. Ophel Highlands ................................................. —
Salt Flats ........................................... A desert of salt-caked ground; basilisks, dragonnes ..................... Great Salt Swamp ............................................... 10
Sanctuary Totem ............................... Totem pole prevents hostilities nearby ......................................... Southwestern Dreadmire, near Aerolith Swamp . 46
Sawvale ............................................. Hill Clan territory ........................................................................ Ophel Highlands ................................................. 27
Scrimp ............................................... Large cowtown ............................................................................. Thalass Emirate .................................................. 30
Scrogswamp ...................................... Twisted, gnarled, dense undergrowth; druid castle lies within ..... Southeastern Dreadmire ..................................... 42
Seamarsh ........................................... Saltmarsh; Mire Giants, Alluvial Elves ........................................ Outlet of Meander River ..................................... 33
Secera Nasatuv ................................. Arcane Atheist meeting place, also called “Rooted Caves” ......... Southern edge of the Hillmarshes ....................... 33
Seemore ............................................ Farming village ............................................................................ Arable Republic .................................................. 23
Severeville ........................................ Farming village ............................................................................ Arable Republic .................................................. 23
Shagu Akar ....................................... Ruins of a great aboriginal temple ............................................... Northernmost tip of Dreadmire ........................... 27
Shallmet ............................................ Farming village ............................................................................ Arable Republic .................................................. 23
Shell Beach ....................................... Small whaling town ...................................................................... Thalass Emirate .................................................. 30
Ship Island ........................................ Barrier island; humans ................................................................. Thalass Emirate/Cay Bay ................................... —
Shorn ................................................. Bayou Halfling thorp ................................................................... Center Dreadmire, north of Cypress Deadfall .... 38
Simmering River ............................... Carries boiling runoff to Big Frog Lake ....................................... Agnathan Mountains .......................................... 42
Sludgewood Marsh ........................... Freshwater marshes ...................................................................... Northwestern Dreadmire .................................... 45
Slug Forest ........................................ Lush rainforest; wild elves ........................................................... Eastern Agnathan Mountains .............................. —
Snake Laguna ................................... Bayou Halfling fishing thorp ....................................................... Southern Dreadmire, shore of Fowl River .......... 57
Southshank ....................................... Capitol metropolis ........................................................................ Thalass Emirate .................................................. 30
Spindletop ......................................... Summer home for Mountain Nomads .......................................... Agnathan Mountains .......................................... 28
Stonecipher ....................................... Rocky area of ancient symbols; also appear on Hibernaculum .... Northern Ophel Highlands .................................. 43
Sunken City ...................................... Former small whaling town that fell from crumbling cliffs .......... Thalass Emirate/Cay Bay ................................... 30
Swamp Ward ..................................... Large fort city ............................................................................... Thalass Emirate .................................................. 30
Swathmire Island .............................. Bayou Halfling thorp, sugarcane latifundia ................................. Between Cypress Deadfall and the Perdition ...... 38
Tchefuncteaux ................................... Lawful good lizardfolk village ..................................................... Eastern Dreadmire, east of the Hillmarshes ........ 28
Tchou Otcha ..................................... Lizardfolk village ......................................................................... Southern Dreadmire, east of Scrogswamp .......... 27
Terricula ........................................... Anthroach village ......................................................................... Southern Dreadmire, north of Scrogswamp ........ 22
Thalass Emirate ................................ Feudalist rancher nation; humans, gaul cows .............................. Southeast of Dreadmire ...................................... 30
Theodemere ...................................... Mud Dwarf thorp ......................................................................... Western Dreadmire ............................................. 25
Tickfawn ........................................... Large whaling town ...................................................................... Thalass Emirate .................................................. 30
Toadsuck ........................................... Semi-permanent camp of Creeps .................................................. Big Frog Lake coast ........................................... 24
Tocksgrottle ...................................... Nomenary gnome village ............................................................. Ophel highlands .................................................. 29
Topiary Grove ................................... Seven dryads animate topiary shapes and protect the area ........... Center Dreadmire, in the Perdition ..................... 47
Toppled Obelisk ................................ Inpenetrable arcane fallen tower .................................................. Northern Dreadmire ............................................ 47
Torshire Ruins .................................. Inhabited by many monsters ......................................................... Ophel Highlands ................................................. 26
Tromascus ......................................... Feudalist farmer nation, relies heavily on imports ....................... Northeast of Arable Republic (not on map) ........ 23
Tsombi’s Den .................................... Cultists worship a petrified snake ................................................ Southern Darkheart Swamp ................................ 35
Tyre ................................................... Large cowtown ............................................................................. Thalass Emirate .................................................. 30
Uchacahou ........................................ Lizardfolk village ......................................................................... Eastern Dreadmire .............................................. 28
Umber River ..................................... ¼ mile wide river ......................................................................... Arable Republic .................................................. —
Umor Lake ........................................ 8 mile wide lake ........................................................................... Arable Republic .................................................. —
Underground Forest .......................... Inside extinct volcano; mobile plants, dire animals, dinosaurs .... Agnathan Mountains .......................................... 10
Upshur .............................................. Winter home for Mountain Nomads ............................................. Agnathan Mountains .......................................... 28
Urosi ................................................. Lizardfolk village ......................................................................... Reed platform on Big Frog lake ......................... 28
Vacherie ............................................ Bayou Halfling hamlet ................................................................. Western Dreadmire ............................................. 39
Wildmarshes ..................................... Freshwater marsh; Serpents, merrow/Half-Merrow Ogres ........... Northern Thalass Emirate ................................... —
Wind Pillars (of Lost Souls) ............. Malfunctioning gateway used to send souls to the afterlife .......... Center Dreadmire, in the Perdition ..................... 48
Wishpool ........................................... Farming village ............................................................................ Arable Republic .................................................. 23
Wouldnigh Forest .............................. High elves, ettercaps .................................................................... Ophel Righlands ................................................. —
Wrexham ........................................... Farming village ............................................................................ Arable Republic .................................................. 23
Youb Nav .......................................... Serpent thorp ................................................................................ Scrogswamp, southern Dreadmire ...................... 29
Zeitgeist ............................................ Green crystal monolith forces creatures to reenact the past ......... Scrogswamp, southern Dreadmire ...................... 48

“Lack of money is the root of all evil.”


~Enom Tuttleclok of Dockside, gnome rogue
216

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