FEVER SWAMP
FEVER SWAMP
Is my book you can now buy.
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d10
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Island
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1
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A pathetic spit of land, where the survivors of a shipwreck squat,
miserable. They have enough rations to last another d12 days. 3d8 of them
remain. They were :
1. Nilfenbergian
Navy
2. Angmarrian
Privateers
3. Merchants
4. Whalers
5. Unaffiliated
pirates.
6. Colonists
set for the new world.
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2
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3
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A witch-prison colony, run by the Nilfenbergians before the war. They
are running out of supplies. Some of the soldiers think they should wake the
wizards up, see if they can summon supplies. The priest threatens to throw
them to the sharks. 3d12 wizards, drugged brainless. 3d20 guards, with 1d10
cannons. 1 priest.
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4
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A larger island, dotted with huge stone heads. Each contains an
aborted embryonic god, killed by their jealous parents. The culture who built
them destroyed themselves in the process, and so their gods died with them.
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5
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Kidknap crab spawning ground (See Broken System #0)
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6
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The final degenerate remnants of an island forced to cannibalism.
5d20 remain, squatting in rotten huts or else hunting one another. Each has
2HD, and fights with bone weapons.
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7
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The Cage (See Broken System #0)
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8
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A pirate king and her fortress. All are welcome, if they pay her
extortionate docking fees (100sp a night). It is still filled with pirates
and slavers. Her captive sea-priests destroy any ship causing ruckus in the
waters surrounding.
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9
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A thin lip surrounding a huge yawning bit, many ship-lengths across.
The pit is lined with:
1. Fresh/Aged
stone brick.
2. Perfect/cracked
glass.
3. Living/dead
flesh.
4. Bones.
5. Shimmering
metal.
6. Light
- blinding white.
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0
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The Funeral Isle, a grave for a civilization long dead. Six black
granite pillars ring a central point, each encrusted with the achievements of
this dead people. The central point contains grave goods. Disturbing the goods
awakens the Guardian. The island is pockmarked with craters from the weapons
of the Guardian.
Achievements :
1. Creation
of the Humans.
2. Puncturing
the womb of sky.
3. Creation
of concept-driven war machines.
4. Taming
the soul itself.
5. Capturing
the senses with their art.
6. Their
own destruction.
There are three items of value to loot :
1. Painting
of Blinding Beauty. Alien suns and stars above a landscape barren. Utterly
beautiful and haunting. Studying it for over a minute causes a choice :
either destroy your eyes, and never behold a pretender to the beauty of the
painting, or else dedicate yourself to the destruction of all beauty bar the
painting. Worth 50000sp.
2. The
control panel for their flying vessels, all long departed or destroyed. It
could be used like a shield, intricate, complex yet sturdy. Worth 8000sp.
3. A
miniature version of the concept-bombs, containing the concept of the
perception of time. It has two settings - compress, causing the target to
experience a thousand years in a single second, or elongate, making a second
seem like a thousand years. It is good for one use, and does not give
immortality. Worth 50000sp.
The Guardian.
A colossal titan of brass, emerging some miles off the coast of the
Funeral Isle, kicking up huge waves (potentially destroying any ship too
close to the isle). Three large spheres make up the body, from which sprout
seven legs, shimmering in the sun. The largest of the spheres is the brain,
and is filled with conceptual killing. Given enough time, the killing would
evolve into violent, chaotic art. The other two spheres are Spelltrap Arrays,
which absorb up to 50 spell levels worth of spells each. If overloaded, they
explode, killing the Guardian. It can use the arrays to fire beams, which
deal 1d8 per spell level expended, and requiring a save vs paralysis to
dodge. A kick or stomp from its legs could easily destroy any ship. If one
were able to clamber up the leg, the conceptual killing could be tamed with a
truthful oath of pacifism, leaving the entire machine inert. It has 50 Ship
HP. Replacing the grave goods satisfies it, but it will watch until the
intruders leave.
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d8
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Ire of a Dead, Forgotten God
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1
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Weakened spirits of vengeance, still bound to empty duty, will attack
the holder each night until the statue is given away. HD 2 / AC AS CHAIN /
ATTACK +1 1D8 CLAWING / MOV as DOG / M12 / 3D4 APPEARING
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2
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The idol draws away all sustenance from food, starving the bearer
until the statue is given away.
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3
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The idol compels the bearer to sacrifice either 200sp or 1HD of life
every three days until given away.
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4
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The idol assaults the bearer with hideous nightmares every night,
denying them healing from sleep, and stopping magic users preparing spells,
until given away. -2 penalty to all rolls after a week of this.
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5
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All animals will hate the bearer until the statue is given away, with
a 2-in-6 chance of attacking, or else simply running away.
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6
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The bearer is inflicted with leprosy until the statue is given away.
The leprosy will be healed overnight.
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7
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The user must respond to all violence with pacifism, and all offers
of peace with violence until the statue is given away.
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8
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There is no curse. This god has faded more than the others.
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d8
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Weather
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1-4
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Scorching Heat
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5-6
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Rain
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7-8
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Heavy Storms
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d6
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River Encounters
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1
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1d4 Crocodile
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2
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1d2 Couatl
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3
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Natives on rafts
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4
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Drowned Jealous Dead (see
below)
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5
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Frog Swarm
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6
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Roll on Jungle Encounter
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d12
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Jungle Encounters
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1
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Arboreal Vampire, displaced.
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2
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3
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1d2 werejaguars
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4
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Dismounted elf patrol
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5
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Stranglevines
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6
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Podsnakes (see below)
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7
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World Tortoise (see below)
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8
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Stirge Flock
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9
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Vicious Monkey group
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10
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Hunting Wyvern
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11
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Su Monster
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12
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Basilisk
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d12
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Open Ground Encounters
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1
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2
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3
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Basking Lizards (see below)
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4
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Hunting Wyvern
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5
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Podsnakes (see below)
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6
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Word Tortoise (see below)
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7
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8
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Running Lizards (see below) – 50% chance ridden by natives with lances.
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9
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Sprinting Spider – as a giant spider but REALLY fast
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10
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Pteranodon
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11
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Harpies
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12
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Dead Knights (see below)
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d8
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The warband is led by...
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1
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Red Alexander - A Feathered One not taking after a bird of prey, Red Alexander was forced to earn his moniker and the respect of his men in several bloody campaigns against rival warbands. This done, he has flourished and is noted for his well-planned and executed strategies. His last employment was for the House of Ulster, driving out the Witch-men from the forests. The head of the Witch-men chieftain still screams from the warbands standard.
Red Alexander - 4th Level Fighter, 30HP, Chain, Longsword.
Chieftain’s Head - Once per day, this head can scream a curse, causing an effect similar to Fear as cast by a fifth level MU. Worth 4000sp.
Fifty Swordsmen-in-Chain, Thirty Crossbowmen, Ten Mounted Skirmisher-Scouts.
7000sp per month.
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2
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Dmitri of the Seven - Dmitri bears the horns common to the Hounds, although eight horns is far above the normal two, marking one out for great success. One of these horns was destroyed fighting Western barbarians. Dmitri is accompanied at all times by his Shaman-Chronicler, Blesitus, who is learned in the traditional religion of the Crested Soldiers. He also knows when to lie, whispering to Dmitri of the Seven Horned Hound Prophecy. Dmitri’s band has not had employment for some time, emerging from the Brokejaw mountains after a significant absence. Dmitri is donned in archaic armour, previously unseen, and the warband is diminished.
Dmitri of the Seven - 7th Level Fighter, 50HP, Regal Gambit, Greatsword.
Blesitus, Shaman-Chronicler, 4th Level MU, 16HP, Leather, Knife. Has access to all level appropriate spells.
Regal Gambit - This armour appears as intricate plate, but is infact entirely glamour, offering no protection. To be able to strike the wearer, the attacker must save vs magic or else throw down arms. Worth 7000sp
Twenty-Seven Swordsmen-in-Chain, Ten Archers, Seven Spearmen-in-Chain. 4000sp per month until they recoup losses.
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3
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Gallows Darren - Darren is a small, quiet Hound, bearing no horns nor a muscular stature. The loyalty and precision of his forces betrays what must be a truly horrific training regimen, the men utterly broken to his commands. They are often used on special tasks requiring small numbers and discretion, something the unit is perfectly capable of. Darren is never seen fighting, nor commanding his troops directly - they simply step to on their own initiative. They were last spotted touring battlefields where their brothers had fallen.
Gallows Darren - 5th Level Magic User, 22HP, Leather, Blankrod. Has access to all appropriate spells.
Blankrod - This polished ivory rod is about half-covered in tiny carvings, which seem to shift. Close examination reveals them to be entire levels, recorded in miniscule script. Each life recorded here corresponds to one of the fleshy automatons in Darren’s band. Breaking the rod releases them, killing Darren does not. Worth 10000sp.
One hundred Swordsmen-in-Chain, Thirty Archers, Twenty Spearmen-in-Chain, Twenty Armoured Horsemen. 10000sp per month.
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4
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Julian - Julian is a haughty Feathered One, clearly hawk-headed. He is justifiably proud of the achievements the warband has accrued under his leadership, although some mutter his officers are more than a little unacknowledged for their parts. The top three officers are planning to have Julian tragically, accidentally killed during their next assignment as revenge for this glory-hounding. They most recently pulled off a fantastic ambush against a unit of knights errant.
Julian - 2nd Level Fighter, 16HP, Chain, Halberd.
Seventy Swordsmen-in-Chain, Twenty Archers, Twenty Spearmen-in-Leather, Twelve Skirmishing Cavalry, Ten Armoured Horsemen. 9000sp per month
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5
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Snarl - Although her name elicits sniggers, it cannot be denied that she is an elite within an elite. No ordinary Hound, she bears the head of a wolf proudly. Perhaps one of the most expensive bands, she has yet to fail her assigned task. Her troops are nearly fanatically dedicated, and she only accepts Horned Hounds in her number, something which has soured relations with other Crested Warbands. Her warband is currently engaged in assisting the free city of Larbuck against the Empire.
Snarl, 8th Level Fighter, 62HP, Plate, Variety of Weapons, Slaughter Ring.
Slaughter Ring - Snarl bears the Slaughter Ring, although none know of it, including her - she believes it to be merely a marriage band from her runaway spouse. The ring grants immunity to mind-altering effects during combat, and grants the wielder 18 strength when a weapon is in their hands. However, they are unable to find meaning or joy in anything but the slaughter of combat, and will take their own lives in they cannot find it. Worth 6000sp.
Forty Knights, variety of weapons. Often fight on foot. 8000sp per month.
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6
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Harold the Bastard - Once an adventurer, a merchant and prince, Harold has returned to what he does best - paid killing. Utterly unscrupulous and incredibly knowledgable. His mongrel head is at odds with his gentlemanly speech and taste.Thanks to his many adventures, he knows an expert in almost any given matter he cannot claim experience in himself, leading to strings of very specialist jobs. His small group have all been through the crucible together, and fight as second level fighters.
Harold the Bastard - 9th Level Specialist, Leather, Rapier and Sling.
Thirty Mixed Infantry, Variety of Arms and Armour, Twenty Crossbowmen, Two Mounted Skirmishers, 5000sp per month.
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7
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Yellow Edgar - A crow that makes his own corpses, Edgar’s forces are known for leaving no prisoners, ruthlessly slaying those who fall. He frequently chafes with his employers over scavenger’s rights.The yellow moniker stems from the hideous livery he and his troops began their careers in, though many now bear the arms and armour associated with Imperial Knights. Most recently, they have been seen transporting a huge amount of scavenged material towards a mercantile capital, spoils from the latest employment.
Yellow Edgar - 6th Level Specialist, Leather, Longsword, Longbow.
One Hundred Mixed Soldiers, can be configured to fight in any manner as needed. 8000sp + scavengers rights per month.
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8
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Anthony the Learned - A known dabbler in magical arts, many do not trust him nor his men, whispering of dark pacts made with darker spirits. It is widely known his feathers are burnt, and appears old beyond his years. He jumps at the chance to fight sorcerous foes, if given access to arcane loot recovered. His soldiers are often replaced, and their morale is low. Heavy drinking is common. They whisper of the terrible things Anthony has done, and has bargained with. They were spotted most recently emerging from an ancient barrow-complex, laden with grave-goods better left buried, no doubt.
Anthony the Learned - 8th Level Magic User, Leather, Four Bound 6HD Demons (as Summon), all spells appropriate to his level.
Forty Swordsmen-in-Chain, Twenty Priests-of-the-Steppe, Twenty Light Horsemen, 6000sp per month. Morale 8.
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