Both game masters and players will find a wealth of information about the swamp, from background information on isolated communities, to new monsters, new spells, new weapons, new magic items, and new classes, all suitable for any level of game play, and easily adapted to any campaign setting.
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During the darkness of a waning moon unspeakable things skulk
from the depths of Dreadmire, infesting the surrounding heath,
farmlands and ranches. It is said that those who go in rarely
return -- at least not alive. This expansive quagmire is a source of
deadly diseases, demon cults, fatal venoms, immersed ruins, and
ancient magic. The ubiquitous dark pollen is corrupting all that
lives, perpetuated by the malicious tree devils and the malevolent
Somesuch. Even the combined forces of the giant owls, wild elves
and quag druids cannot save the sinking forest.
Dreadmire Swamp is the definitive reference book on adventure,
life and unlife within the swamp. Here you will find verisimilitude:
rules covering swamp ecology, hazards, and encounter tables, and
descriptions of harried villages, as well as details of nearly three
hundred new creatures, such as mire giants, weregators,
carnivorous plants, phantom mosquitoes, marsh elementals,
monstrous amphibians, fungus demons, alligataurs, cannibal
elves, evil druids, mud dwarves, bayou halflings, plant swarms,
the disgusting anthroaches, and a terrifying goliath pelican. There
is ample room for thrills in Dreadmire, as simply trying to
navigate a bayou is a dangerous prospect.
Three complete adventures also await parties brave enough to
stare into the Dreadmire's thousand eyes, taking PCs from
beginning to advanced levels. Beginners brave the wetlands in
The Great Bayou Halfling Boat Race. Intermediate players
trudge across the Bog of the Fungal Demon, avoiding black slime
and abysmal shrooms. Finally, Secrets of the Sinking Citadel
vexes even the the most advanced players against nine eldritch
liches that survived the Age of Necromancer Druids.