Showing posts with label Druids. Show all posts
Showing posts with label Druids. Show all posts

Candlemarsh Part the number 2

In no particular order (yet)...

Further Hooks for Entering the Wretchedness of the Marsh

1 - A priest grows uneasy, the barrier between the living world and the dead is weakened, and the source is the Candlemarsh; discover the source of the corruption and destroy it.
2 - The Grand Light of the Cathedral-Beacon was stolen in the night, and it cannot be relit! The thief disappeared like smoke, and fled to the Candlemarsh. Reclaim it.
3 - You must discover a secret, but the only person who knew it is now dead. There is an oracle who supposedly lairs in the Candlemarsh who could reveal the secret to you. Find it and learn the secret.
4 - Recover the Last Secret/the Last Wonder of the Old Wizard's Tower.
5 - Someone was taken in the night by... something. It was feral, and merely looked like a man, and dragged them into the Marsh. Rescue them.
6 - There is an old Mansion in the Marsh built in old times before the Marsh spread beyond its boundaries. Loot it.
7 - You have this old map, supposedly it leads to Tief Le'Jeans' long lost treasure. Recover it.
8 - An Alchemist requires that most rarest of flowers, the Artisan's Orchid. The closest plant grows in the Candlemarsh, in the Gardens of Aunty Seepstitch. Retrieve it.
9 - The Druids of the Swamp cry for help from their Animist Brethren. Answer the call.
10 - A Fae wandered into town, and bestowed upon you a righteous quest! Aid the Moth-King in his war in the Dread-Candlemarsh! 

Distinguishing Features: Trolls

1 - A drooping Pot Belly
2 - Flaps of Sagging Skin
3 - Spider-like Clusters of Eyes
4 - A wide, Ponderous Jaw
5 - A scraggily 3rd Arm
6 - Pock-marked Bone Crests
7 - Twists of Gnarly Scars
8 - Drifts of Warped Burns
9 - An Atrophied Limb
10 - Is Missing a Chunk
11 - Useless, foot-long Fly-Wings
12 - Outcrops of Parasite Fungus
13 - An Ad-Hoc "Prosthetic" Leg
14 - Half of their Head is Merely a Skull
15 - A Weapon is stuck in their Flesh
16 - Long and Pointy Facial Features
17 - Has Crocodile-Scale Tattoos
18 - Sports a Twisted Horn
19 - Has a foot-long, Dangling Tongue
20 - Has a Hole all the way through

Distinguishing Features: Druids of the Swamp

1 - Has a Pair of Antlers
2 - Has Leaves for Hair
3 - Has Feathers for Hair
4 - Has an Animal's Eyes
5 - Has Hooves for Feet
6 - Has Gills on their Neck
7 - Has patches of Scales
8 - Has Stone Teeth
9 - Twists of Gnarly Scars
10 - Wears a Cloak of Insects
11 - Altogether too... normal...
12 - Has Fly-Faceted Eyes
13 - Smells of Sweet Flowers
14 - Tangles of Twigs for Hair
15 - Has a flickering Snake Tongue
16 - Has a Constant Animal Companion
17 - White Flowers sprout at their Feet
18 - Always, always Muddy
19 - Wears a Mantle of Fog
20 - Has Fish-Webbed Limbs and Digits

Marks of the Druid Clans

1 - They all wear masks like animals of the swamp.
2 - They are particularly mutated: roll twice the number of distinguishing features as normal
3 - They wear suits of layered bark-scales
4 - They dress only in geometric tattoos of beasts and plants
5 - They all have shaved heads and wear dark marks around their eyes and mouths
6 - They jangle as they move from all the bones that dangle from their clothes
7 - They all wear long, winding strings of prayer-beads wrapped around their bodies
8 - They all walk about on stilts to avoid the bog-water

Troll Loot

For Lone, Regular Trolls, roll d30.
For Groups of Trolls, roll d40.
For Troll Warriors, roll d30 + 10.
For Troll Knights, roll d20 + 20.

1 - 3d20 Fish Heads
2 - d4d4 Crocodile Teeth
3 - A Painted Stone
4 - d4 False-Heron Beaks
5 - A Flint Knife
6 - A Satchel of d12 Fat-Candles
7 - Some reeking Cheese
8 - Some smoked Meat
9 - A Crude Wooden Charm
10 - A Collection of Mosses
11 - An assortment of Roots
12 - d6 Bloody Druid Scalps
13 - 2d4 Rusted and Ruined Weapons
14 - A Jumble of Crocodile Bones
15 - A Chunk of Masonry
16 - A Bundle of Sopping Clothes
17 - d4 Painted Bark Scraps
18 - A Lump of Raw Bog-Iron
19 - A Dead Dog
20 - A Rather Large Bone
21 - An actually Useable Weapon
22 - A Spirit Ward
23 - d4 Crocodile Skins
24 - A Flask of Hag-Tea
25 - d12 dried, Hallucinogenic Frogs
26 - d4 clumps of Medicinal Herbs
27 - An Idol of the Troll-King
28 - A Crocodile's Heart
29 - A Druid's Totem-Staff
30 - A Goodly Chunk of Bog-Iron
31 - A piece of Loot from the Wizard's Tower
32 - An Iron Cage holding a Small Sprite
33 - A Looted Master-work Weapon
34 - A Bone Charm, a gift from the Oni
35 - A Necklace of Wolf-Teeth
36 - A Hunting Horn
37 - A Runed Hunting Spear
38 - Cursed, Ground Insect Powder
39 - d4 Lightning-Struck Stones
40 - Actual, real, bone-fide LOOT

Tief le'Jean's Buried Treasure

Once called "The Gentleman Corsair", Tief le'Jean was famed and feared, and according to legend, once buried an entire chest filled with jewels in the depths of the Marsh for reasons now lost to knowledge. The legends also say that he buried three of his most loyal crew, that they might guard in even beyond death...

This Map you got your grubby hands on leads to...
1 - A Gnarled and Twisted Oak with 3 great Branches
2 - A Triangle of 3 Standing Stones
3 - A Bog-Isle, bearing 3 ancient Graves
4 - A Rock-Outcrop bearing 3 Carven, Pain-Wracked Faces
5 - The Old and Rotted Remains of 3 Boats
6 - An unfinished dig-site; you weren't the first ones here...

The Treasure has turned out to be...
1 - Absent. It was only ever a Legend it seems.
2 - All but destroyed by time and water.
3 - A few bottles (2d4) of Very Fine Wine
4 - A Book of Esoteric Alchemical Formulae
5 - Just a Key. But to what?
6 - Actually a Gold filled Chest. Who knew?

The Three Guardians however, are...
(Only roll on this if there was anything left to guard)

1 - Now just Bloat Dead.
2 - Old bones, nothing more.
3 - Spirits that manifest as Malicious Terrain
4 - Spirits that manifest as Raging Ghosts
5 - Spirits that manifest as a Terrible Dream-Curse
6 - Spirits that have reincarnated into Marsh-Beasts

What Lurks Within the Swamp Oyster?

1 - Actually just a really big, somewhat green Pearl of Prodigious Size
2 - A Nacreous Skull that babbles when Trolls are near
3 - An Oily Seed that will grow into a Lake if planted (over the course of 1 year)
4 - A pit which leads ALL THE WAY DOWN
5 - The bones of an Angel, carven with celestial runes
6 - The Foetal Embodiment of the God 'Neath the Murk
7 - A concreted mass of Troll Skulls, silently screaming
8 - A miniature forest, somehow vast and dark within the Oyster

Stirrings of the Lake God

1 - An aqueous hand rises from the water, highers and higher, before it snuffs out a star and collapses back into the bog.
2 - The bog forms a silently screaming face from the muck, it stretches up, as if trying to escape, before it collapses again into nothingness.
3 - A patch of water instantly freezes, criss-crossed with dark cracks.
4 - A swarm of bugs are pulled instantly together into a solid clump of squirming, buzzing agony. They are slowly crushed together into nothing.
5 - A Tree trembles before splitting open to unleash a sudden geyser of thick marsh-water.
6 - Just a moment too long for comfort, the whole world appears as if underwater.
7 - A False-Heron minds its own business, before it tenses, and then rises up into the air and unravels into strings of meat and bone like so much knitting being pulled apart.
8 - The water suddenly becomes hard as concrete, though beneath the surface it feels like grasping hands. Slowly it all melts back to normal.
9 - For a moment, the sky appears to become a great ocean, roiling and stirring according to unseen winds.
10 - The trembling earth rises like an egg about to burst over a flame; it splits open to emit a creature of mist that surges forth screaming as its form slowly dissipates into nothing.

Stats for the Beasts

TROLLS
Armour: 13, Move  30', 3 Hit Dice, Morale 7.
Attacks: Bite for d6 and Claws for d6, or Weapon for d10
Special: Trolls regenerate 1 HP at the start of each of their turns. Fire damage they take also reduces their maximum HP by an equal amount. Trolls can even regenerate from 0 HP, though they die permanently if their Maximum HP is reduce to 0 by fire, or if they receive damage equal to their normal maximum while at 0 HP.
Trolls can also hold their breath for up to an hour.
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The Troll Knights
Crocodile Hunter
Armour: 14, Move  35', 4 + 1 Hit Dice, Morale 9.
Attacks: Bite for d6 and Claws for d6, or 2 Knuckle Dusters for 2d4 each.
Special: As Troll, but regenerates 3 HP at the start of each turn.
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Boat Sinker
Armour: 16, Move  20', 4+2 Hit Dice, Morale 9.
Attacks: Bite for d6 and Claws for d6, or a Figure-Head Smash for 2d8 which also attacks any creatures directly behind the target. Boat Sinker can't move and attack in the same turn.
Special: As Troll, but can also plant their Hull-Shield to grant +3 to their AC against attacks from a specific direction as long as it didn't move that turn.
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Dumb Boi
Armour: 12, Move  20', 4 + 4 Hit Dice, Morale 3d4 (roll each time).
Attacks: Bite for d6 and Claws for d6, or Rock for d12 (30' range).
Special: As Troll, but is also too stupid to be affected by many Mind-Altering Effects.
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Voodoo Warrior
Armour: 12, Move  35', 4 + 1 Hit Dice, Morale 7.
Attacks: Bite for d6 and Claws for d6, or 2 Bone-Tomahawk attacks for d8 and Curse (see below).
Special: As Troll, and also Tomahawk and Armour Curses.
If you miss an attack against the Voodoo Warrior, you begin to see the Faces that make up its armour come to life and scream and mock and jeer, giving you stacking disadvantage on attack rolls against it each time you miss, until you hit an attack against the Voodoo Warrior.
A Critical Hit from a Bone Tomahawk attack inflicts its curse on you, and you must make a save against its magic at the start of your next turn to prevent yourself from giving into the compulsion to drown yourself in the marsh.
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Bird Eater
Armour: 14, Move  40', 4 + 1 Hit Dice, Morale 6.
Attacks: Bite for d6 and Claws for d6, or 1 Flint Kunai in melee range for d8, or d4 Flint Kunai at 10' to 20' range.
Special: As Troll, but can also leap 40' in any direction using its cape instead of moving.
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Tree Feller
Armour: 13, Move 30', 4 + 1 Hit Dice, Morale 9.
Attacks: Bite for d6 and Claws for d6, or Big Ol' Log for d10.
Special: As Troll, but also Bark-Armour special Property.
Tree Feller's Bark Armour has 10 HP. Each time Tree Feller takes damage, half of it (rounding down) is prevented, and the Bark Armour takes 1 damage. This effect ends when the Bark Armour is reduced to 0 HP.
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Spirit Seeker
Armour: 12, Move 35', 4 + 2 Hit Dice, Morale 10.
Attacks: Bite for d6 and Claws for d6, or 1 Flint Spear for 2d6 magical damage (20' range).
Special: Can throw and recall their Spear to their hand magically, as part of their attack.
Suffers no penalty for being blind.
Spirits will not harm the Spirit Seeker for any reason.
Spirit Seeker adds 2 to its AC until the end of its next turn each time it is hit because of the protection of its magic tattoos.
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Iron Taker
Armour: 18, Move 25', 4 + 2 Hit Dice, Morale 9.
Attacks: Bite for d6 and Claws for d6, or 1 Corroded Greatsword for 3d6 though if it ever rolls a double 1 on the damage roll, the Greatsword breaks after dealing its damage.
Special: As Troll, and each time the Iron Taker takes damage, its AC is reduced by 1.
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Bone Breaker
Armour: 14, Move 35', 4 + 1 Hit Dice, Morale 8.
Attacks: Bite for d6 and Claws for d6, or a Bone Spear for d10, or d8 at 20' range. It holds 3d4 spears at any one time on its back.
Special: As Troll, but as part of its turn, it can restore 10 HP to itself at the cost of 1 AC because of the magic of its Bone Armour. It can't reduce its AC to less than 10 because of this effect.
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Pond Lurker
Armour: 14, Move  35', 4 + 1 Hit Dice, Morale 8.
Attacks: Bite for d6 and Claws for d6, or 1 Oily Net attack that restrains the target. Can't attack using the Net whilst a creature is restrained by it.
Special: As Troll.
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Troll Weapons
1 - A Big Log
2 - A Big Ol' Fish
3 - A Flint Axe
4 - A Wooden Stake-Spear
5 - An Ivy Net
6 - A Bog-Iron Smasher
7 - A Fuggin' Rock
8 - Tooth Knuckle-Dusters
9 - Another Troll's Leg
10 - A Cart-Wheel

The Troll King
Armour: 15, Move 30', 5 + 3 Hit Dice, Morale 10.
Attacks: Bite for d6 and Claws for d6, or 2 Bog Iron Smasher attacks for d12+2.
Special: As Troll, except that he regenerates d6 per turn.
If the Troll King suffers a critical hit, something has been severed, roll on the following table.
1 - The 2nd Head: The Troll King gains no benefit from its Second Head. This won't regrow.
2, or 3 - An Arm has been severed. The Troll King can't make Claw attacks next turn, and can only make 1 Bog Iron Smasher attack rather than 2. The turn after that and after, the Troll King can attack as normal, but also makes an additional Claw Attack each time he does.
4, or 5 - A Leg has been severed. The Troll King's movement is halved for his next turn. The Turn after that and after, his speed is 10' greater than normal.
6 - His Guts have been spilled from his body. The Troll King's next turn is spent shoveling them back inside his body. The turn after that and after, the Troll King's AC is increased by 1 from the extra flesh on his belly.
The Troll King also has a 2nd head, which has its own turn, and can cast rudimentary curses, which it must maintain each round to continue the effects.
Hexes of the 2nd head:
1 - Compell a target to drown itself. Save to resist.
2 - Compell a pile of bones to animate as a 2 HD skeleton.
3 - Compell 1 item of metal to rust away.
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The Oni of the Drowning Faith
Armour: 13, Move 30', 4 + 1 Hit Dice, Morale 9.
Attacks: Bite for d6 and Claws for d6, or 1 Ritual Knife for d8, which also reduces the targets next attack roll by the same amount.
Special: As Troll, but the Oni also have benefits from their Magics and Bone Charms.
The Oni can cast the following spell-like effects.
1 - Ranged attacks that would hit them dissolve into dust (if they feasibly could) on a d6 roll of 4+.
2 - The next Iron object they touch rusts to nothing.
3 - They summon and can command a 3HD Insect Swarm.
4 - They can command Miasmas to inflict Marshplague.
5 - They can command the earth to soften to mud.
6 - They can command mud to harden into earth.
Each time they manifest these effects, they must roll their spell dice, which begins as a d4. If they roll a 4 or more, they lose 1 HD worth of HP as the God 'Neath the Murk claims some of their flesh, which sloughs off as a tiny water sprite and scurries away. If they roll less than 4, the dice size increases a step instead. If they roll a 4+ while their die is larger than a d4, it also resets to d4.
Oni of the Drowning Faith can also craft Bone Charms which duplicate the effects of their magics when broken. These take great time and effort to make, so they give them out only rarely.
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CREAKBEAST
Armour: 15, Move 10' + d6 x 5' (roll each time), 5 + 5 Hit Dice, Morale 8.
Attacks: d6 Limb Smashes for d6 each, or a bite for 2d12 (one of the d12 is fire damage), or a telekinetic scrap attack which deals d8 damage to all targets in a 15' line, reflex save to avoid, if Creakbeast is at half health or lower, it deals 2d8 damage instead.
Special: Creakbeast can breath a 15' cone of flame dealing 3d6 damage once per minute instead of attacking. It can also sweat out a fog cloud with 20' radius as part of its turn. It can also create a pair of illusiory duplicates of itself, as if created by the spell mirror image.
Creakbeast regenerates d8 HP at the end of each of it turns, or d4 HP on a turn it attacks, or 1 Hp on a turn it uses one of its magic abilities. It does not regenerate while at 0 HP (see below).
Creakbeast must be dealt damage equal to its normal maximum while at 0 HP to be permanently destroyed. For each point of damage it takes while at 0 HP, it takes 30 minutes to repair itself, at the end of which time it regains 1 HP and then begins regenerating normally.
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CANDLE GOLEM
Armour: 12, Move  25', 6 + 6 Hit Dice, Morale 6 (12 while fighting Trolls).
Attacks: 2 Fist Smashes for 2d6 (one of the d6 is fire damage). It can also attempt to grapple someone without using any of its hands, and with a range of 30' by causing water to grasp at the target.
Special: If any of its limbs or body parts are ever severed or damaged, at the end of its next turn it lose d6 HP and regenerates/repairs the missing parts. It can eat eat a candle as an action, regaining 1 HP. Cold effects slow it (as the spell) and fire effects haste it (as the spell), but the effects wear off at the end of its next turn.
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TROLL EATER CROCODILES
Armour: 14, Move  20' on land, 35' in water, 3 Hit Dice, Morale 5, or 8 when fighting Trolls.
Attacks: A bite for d8 and a grapple. When attacking a grappled target, attacks hit automatically and deal d12 damage instead.
Special: Regenerates d6 HP each turn, but loses the ability to regenerate for 1 hour if it rolls a 6. Will death-roll grapple-attack corpses for d3 extra rounds after death due to fighting trolls.
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FALSE-HERONS
Armour: 13, Move  40', 2 Hit Dice, Morale 5.
Attacks: 1 Tentacle attack for d6 with 10' range.
Special: Advantage on rolls to avoid being tripped, shoved, or grappled. Its movement speed can't be reduced by non-magical terrain effects.
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THE MOTH KING
Armour: 14, Move 20' on the ground, 40' in the air, 5 + 5 Hit Dice, Morale 6, or 8 when fighting Trolls.
Attacks: 2 Claws for d6 each, or Dive Bomb for d8 and grapple. When attacking a grappled target, attacks hit automatically and deal d12 damage instead.
Special: Can screech once per hour that affects all targets that can hear it, dealing d4 damage and stunning those damaged who fail a fortitude saving throw.
3 times per day each, it can cast silent image, dancing lights, and gust of wind.
Once per day, it can spit a blinding, stinking ichor at an adjacent target.
If suddenly exposed to bright light, it is blinded for d3 turns.
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THE BLOAT DEAD
Armour: 10, Move 20', 1 + 1 Hit Dice, Morale 12.
Attacks: 1 Claw for d4.
Special: On death, has a 4 in 6 chance to explode, dealing d4 damage to targets within 5 feet, and infecting those damaged with Marshplague.
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THE DRUIDS OF THE SWAMP
Armour: 11 + d3, Move 30', d3 Hit Dice, Morale 8.
Attacks: Short bow for d4, or Spear for d6, or Stolen Bog Iron Smasher for d10.
Special: Druids of the Swamp don't reduce their movement speed whilst swimming.
Druids of the Swamp can wild-shape a number of times per day equal to their Hit Dice, choosing their forms from Birds or Fish.
Druids of the Swamp can also cast a number of spells equal to their HD from the following list: call insect swarm, water surge, poison spray, entangle.
Druids of the Swamp with 3 HD can instead spend all their spells to summon a Swamp Elemental to fight for them with 2 HD, + 1 HD for each spell expended.
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The Grove-Masters
Armour: 12 + d3, Move 35', 3 + d3 Hit Dice, Morale 10.
Attacks: Short bow for d4, or Spear for d6, or Stolen Bog Iron Smasher for d10.
Special: As Druid of the Swamp. Dunno yet, we'll see.
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THE OLD MAN OF THE MOSS CLUMPS
Armour: 14, Move 25', 7 + 3 Hit Dice, Morale 12.
Attacks: 1 Fist for 2d8, or 1 Rock for d12 (30' range). If an attack deals maximum damage on any of their damage dice, the target is also knocked prone. If a fist attack rolls double damage, it also deals damage equal to 1 of the dice results to adjacent targets if the attack roll would have hit them too.
Special: Every d6 rounds, it can also release a cloud of blinding and sickening spores that require a fortitude save to resist. Its movement speed can never be reduced whilst within the Candlemarsh.
The Old Man can also stomp prone targets adjacent or under it as part of its attack for d8 damage.
Instead of knocking a target prone with a fist attack, it can instead pick up the target and throw them 30 feet, or 10 feet if the target succeeds on a saving throw.
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AUNTY SEEPSTITCH
Armour: 14, Move 30' on ground, 40' in water, 5 + 2 Hit Dice, Morale 9.
Attacks: Bite for d8. Deals triple damage on a critical hit.
Special: Her lure is entrancing. If you look at it on your turn (treat yourself as if blinded to avoid it) you must make a save against magic or be enthralled (treated as if paralysed).
Can cast darkness at will, though only 1 instance of it can be active at a time. The previous instance is dispelled when a new one is created.
Aunty Seepstitch can grapple or manipulate objects and targets within the darkness regardless of range or obstacles, and can create small, unbreakable objects within it while it lasts.
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Aunty Seepstitch's Familiars - Gasp and Rattle
Armour: 12, Move 30' in the air, 2 Hit Dice, Morale 7.
Attacks: Bite for d6. If a creature is hit by both Familiar's bite in one round, they are paralysed until the end of their next turn if they fail a saving throw.
Special: The familiars can see through darkness created by their Mistress.

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Tables for Rival Adventuring Parties

There are d4 + 2 members of each adventuring party (at least, to start with). Each member of the party has 4 HD if the result of the d4 was a 1, each member has 3 HD if the result of the d4 was a 2 or a 3, and each member of the party has 2 HD if the result of the d4 was a 4.

Members of the Party
Roll to determine the profession of each member of the Party.

1 - A Grizzled Soldier
2 - A Dandy Duelist
3 - A Thick Jawed Thug
4 - An Overburdened Armsman
5 - A Paranoid Bowman
6 - A Self Righteous Knight
7 - A Flamboyant Corsair 
8 - A Sunken-Eyed Cutthroat
9 - A Shadowy Assassin
10 - A Cowled Woodsman
11 - A Bare-Chested Berserker
12 - A Silver-Tongued Scoundrel
13 - A Softly-Ticking Tinkerer
14 - A Vial-Laden Alchemist 
15 - A Wind-Worn Animist
16 - A Bone-Bedecked Shaman
17 - A Charm-Swaddled Mystic
18 - An Insence-Swirling Priest
19 - A Pompous Arcaniste
20 - A Threadbare Wizard

...Who is...
Roll to add a further detail to them.

1 - Gaunt with Marshplague
2 - Carrying Several Troll Heads
3 - A Chronic Kleptomaniac
4 - Chronically Dishonest 
5 - Hollow-Eyed and Haunted
6 - Suspiciously Undead
7 - Covered in all kinds of Bites
8 - Just covered in Parasite-Moss
9 - Missing a Limb
10 - Some Pristine and Irritatingly Cheerful
11 - Fussing Desperately over a Stained Map
12 - Lugging a Man-Sized Sack...
13 - Bearing Some Particularly Gnarly Wounds
14 - Nervously Sharpening their Blades
15 - Constantly Watching the Shadows
16 - Trying to Appear like they are in Control
17 - Has a Spider Clamped on their Chest
18 - Giggling Nervously 
19 - Won't Make Eye-Contact at all
20 - Quite Dead

The Group are Desperately...
Roll once to determine what the Party are doing when you find them.

1 - Trying to Deal with a Random Encounter
2 - Running Away from a Random Encounter 
3 - Being Slowly Overcome by a Random Encounter
4 - Hiding from a Random Encounter
5 - Heaving a Companion out of the Mud
6 - Seeking a Way Out of this Hell
7 - Digging Down into the Mud
8 - Treating a Barely-Conscious Companion
9 - Trying to Avoid Attention
10 - Trying to kill YOU

Base Debasements of the Marsh

1 - Leeches
You must decrease your HP by d4 at the end of any rests you take, and receive 1 less HP from any healing you receive per instance of Leeches you have, until someone trained in medicine can remove them. 
2 - Midgeblight
You have a penalty of -1 to all dexterity related rolls per instance of Midgeblight you have, until you rest a full night away from the Marsh (i.e. away from the Midges).
3 - Parasite Moss
You need to eat an addition allotment of food per day for each instance of Parasite Moss you have, until until a Medical Professional treats you for a whole day. 
4 - Bog Fever
You believe yourself to actually be in place that is really very nice and sunny place, nothing like this awful horrible marsh. No actual mechanical drawbacks, but it might make it harder to engage with situations you stumble across.

The Ruins of the Wizard's Old Tower

Shape of the Ruins
1 - Half a crumbling Tower, ever floor barred open
2 - A Shattered Dome, like a hatched egg
3 - A Hollow Old Hall, gaping like a mouth
4 - A Slumping Mansion, missing its upper floors
5 - A Flaking Pagoda, soaked and ruined by water
6 - Just a Pile of Rubble now

The Last Remaining Wonder
1 - An Alchemical and Artificial Brain that can think for itself
2 - A Window that can be calibrated to show anything another Window can see
3 - A Mirror that shows you as you might have been, and that you can ask questions of
4 - The Glass Heart, which reveals the true emotions of those viewed through it
5 - A Set of Oracular Knuckle-Bone Dice, powered by life-blood
6 - A Lock, which when placed against a wall, causes it to become a door back to

The Last Crumbling Guardian
1 - A Statue that talks, and fruitlessly warns of the Dangers of Trespassing
2 - An Animated Filigree-Silver Butler, serving a plate of Foetid Drinks
3 - A Stained and Blotched Book-stand on that wanders on Tiny Little Baby Legs
4 - A Corroded old Golem, any kind of violence would crumble it, and it knows it
5 - The Wizard's old apprentice, accidentally bound to serve eternally as a ghost
6 - An Old and Weary Manticore, grumpily living out the days of its servitude

The Last Hidden Secret
1 - A Tome of Alchemical Secrets
2 - The Wizard's Old Spell Book
3 - A List of Three Demon's True Names
4 - A Map to an Ancient, Legendary Land
5 - The Blueprints for a Powerful, Esoteric Ritual
6 - The Secret Histories of the Local Kingdom

What Has Moved In Since the Wizard Left
1 - A Particularly Large and Vicious Troll-Eater Crocodile (5 HD)
2 - An Outcast Troll, fruitless plotting revenge against the Troll-King
3 - A Mournful and Beautiful Naiad, an old friend of the Wizard
4 - A Lost and Scared Adventuring Party
5 - Creakbeast. OH SHIT RUN
6 - The Candle Golem, it is ever so lonely

The Bone Thieves

The Bone Thieves lurk in the Putrescent Garden. They have come for bones.

They look like man-sized Centipedes, thickly swaddled in black robes, only with altogether too many limbs, which grow longer the close they get to the head. Their face is split in a wide, fang-flanked maw, perpetually twisted into a rictus grin. Their skin is the shiny dark-brown of insect shells.

They have a close relationship with death, and indeed though they live, many abilities that affect specifically the undead affect them too. Many are the tales of how their primordial patriarchs crossed the barriers between life and death as they wanted. These days, they are considered little more than myth, but that misconception is about to be startlingly shattered.

Here in the Candlemarsh, there are many bones, and many sources of bones, and the Thieves and their creations are well-suited to the terrain. They have made their servants of the scraps, and now work tirelessly to bring about their grand endeavours, the completion of The Great Work.

Their lair is ringed with long-bones, one end planted in the mud, the other wrapped about in specially treated material to allow it to burn with an eldritch blue flame. These are the Corpse-Lights, and they are a fearsome obstacle indeed; while they do nothing in and of themselves, they provide the spirit-energy that powers the other creations of the Thieves.

Works of the Bone Thieves
1 - Rib-Stalkers: Spiders of arching ribs, they stand at least 8 feet above the bog they stride through on stilt-legs, spearing prey through the heart to take back to the Bone Thieves.
Appearing: d3, 3 in 6 chance of being accompanied by d3 Scapula Knights if alone.
2 - Osseonauts: The last line of defence for the Thieves; the Osseonauts are ogre-sized colossuses of bone, armoured and armed with mighty, mace-like hands. There are two of them, one has a mighty spike of bone mounted on a piston-like apparatus on its back, the other has almost fingers made of spines on one of its bludgeons.
Appearing: 2, Unique
3 - Scapula Knights: Man-sized, they almost look like skeletons, only their bones are shaped into armoured plates, their joint's subtly reshaped, their limbs a little longer. They are the infantry of the Bone Thieves, and they wield sharpened scapulas like handaxes, reaving and stalking in the mists of the Marsh.
Appearing: 2d4
4 - Digit-Bugs: Smaller than your hand, because they are made of hand bones. Crawling around on finger-bone legs with shells formed from tiny, tiny hand bones, they stalk through the trees, almost invisible, spying through stolen eye-sockets for the Bone Thieves.
Appearing: d10
5 - Hanging Watchers: Built from the taken skulls of foes, they are nestled in the crooks of trees and in the long grasses, to spy on and scream for intruders.
Appearing: d4 clusters of d4 Watchers each.
6 - Osseinodons: They resemble elephants, or more properly mammoths. Their hollow bellies are the methods by which the Bone Thieves arrived in the marsh, and the way by which they will take all they have gathered when they leave. Thick-set limbs carry the great rib-cage hold, and even now they carry much in the way of cargo. They are not risked in combat, they carry something above value: the Thieve's cargo of bones.
Appearing: 3, Unique
7 - Spine-Pilots: Whirling octopuses of spines joined together at a central axis by a misshapen skull, these are the most insidious agents of the Bone Thieves. When they can, they claim a body, and slip inside it, tentacles first, which then spread through the body to animate like a suit of flesh. Sometimes they will even do it to living prey if they can.
Appearing: d3. Alternatively, 1 inside a Troll's body.
8 - Carpal-Kites: Made from the bones of bats and birds, Carpal-Kites are the second half of the Theive's network of spies. They drift above the Marsh on spectral winds, spying from above and reporting back on the movements of Trolls, Druids, and the skirmishes they engage in.
Appearing: 1

The Great Work
Roll once to determine the Ultimate Goal of the Bone Thieves' efforts in the Candlemarsh.
1 - The Crawling Tower: It drags itself along the ground on a tide of bone fingers and arms, tearing out bones from those in its way to build itself ever larger, the ultimate mobile fortress from which the Bone Theives will project their power, and become the Bone Tyrants.
2 - The Arachneoplasts: Spider like in the way that a spider is like a cancer, they reshape their bone bodies as they wish to better serve their master's goals. In theory, they can be grown from single pieces of bone, all the better to perfectly serve their masters; efficient in every way.
3 - Ivory Humonculi: Alchemy has many high goals, but this one is closer to Lichdom than Alchemy. Either way, these 'perfect' bodies would serve as endlessly recreatable existence for the new Bone Liches.
4 - The Spirit-Beacon: It would stand many stories tall, and drag all manner of spirits into it, utilising the great capacity of bone to store power. Like a lightning rod in the spirit world, the Bone Thieve's would have an endless
5 - The White God: No one has ever tried to create an entirely artificial god before, but once the great vessel is built, the power within need only be coaxed from a smattering of embers into a grand flame, brought to life to lead the Bone Prophets into a new age of grandeur and power.
6 - The Gate: In days of old, the Bone Thieves were called the Lords of Death, and strode the dark shores of the Other Side with impunity. The Bone Thieves would bring back those days.

Lamp-Taker

Somewhere in then Marsh is a house in a tall tree, once the home of a Druid Grove. Then one day, the Druids all died, and suddenly the Grove was lit by many, many lamps, and the House appeared soon after too. It is almost beautiful, lights of all kinds decorate the tree and the house, lamps, lanterns, candles, torches, braziers. Many hang from the tress around it too, and it glows with a soft, comforting gold. The way the grove has grown though, means that it is hard to see from within the Marsh, though it is quite obvious from above.

The Being called the Lamp-Taker is a relatively powerful spirit all things told, though not powerful enough to be self-assured of its safety. It appears as if a hunched old man, with long - slightly too long - limbs and a long thin face. It is dressed in thick furs, and many chains of prayer-beads, and its skin is a peculiar cold blue. From its back sprout long thin arm-things with which it carries lanterns. It is a curious thing, that believes that it is only potent in the light, and powerless and immaterial in the dark. This has lead it to its curious 'hunting' patterns.

It lurks in the House much of the time, cowering in the corners of windows to ensure nothing will harm it, and maintaining the lamps around its home with stores of stolen Troll-Wax. When its stores run low, it lurks the darkness of the Marsh like a cloud of mist, solidifying into its form when it approaches light, and stealing it. Many lanterns have been stolen off packs by this trickster-spirit, and stolen away to its glowing abode.

It wants nothing more than to be safe and lit as much as possible. It has pilfered many, many lamps, particularly from the Trolls, who believe that the God 'Neath the Marsh is angry at them, and is stealing their lights as a form of penance. Meanwhile, Lamp-Taker remains secret. The Druids know that something has moved into the ruins of the Old Grove, but they have never found Lamp-Taker, and they do not know that it was Lamp-Taker that killed all the Druids that lived here before. 

If confronted, Lamp-Taker will never fight. It will hide in its house, and flee into the darkness and disappear before it can be found. It will  reveal itself however, if its lights are threatened, or taken. It will beg for their lives, and prostrate itself at the feet of its opponent. It is merely watching though. When the moment is right, it will direct its flames to attend him, and they will dance around him in a swirling vortex-snake of flame. Thusly adorned, he will attack, directing the flames with his many lamp-limbs.

Perhaps it might be persuaded to part with its lanterns, or to leave the Marsh, or aid the party to some extent; if in return, it were given the whole store of the Troll's candles and wax...

The Spider Oracle

Deep in the Marsh; in the tall, hollow corpse of an ancient Spirit Tree, suspended above the ground, high, high up in the trees, there is a web; and in the Web, lurks the Oracle.

The Oracle is a huge and sable-black spider, eerily quiet despite its bulk, never moving quicker than it has to. It never descends from the web, content to hang above, casting its shadow upon its propitiates. Bones litter the ground around the base of the Tree's empty trunk, chewed clean. Many Druidic talismans litter it too; they despise the Oracle, but have never been able to slay it. Sunlight dapples the walls during the day, providing a dim gloom just bright enough to see in, just enough to discern the Oracle's nature.

When you enter and propitiate the Oracle, gently drifting silk strands will pull up a tangle of bones into a perverse marionette, who will speak to you for the Oracle, and explain then Oracle's terms:
- The Oracle will speak to you in exchange for corpses.
- The Oracle will speak to you only of what the corpse once knew in life.
- If you take bones from the Oracle's lair, you will die.
- If you leave bones in the Oracle's lair, they become the Oracles, and it in return, will give you a gift.

The Oracle cares nothing for the Politics of the Marsh, nor even the of the awakening of the God 'Neath the Murk. If it ever awakes, the Oracle will have plenty of warning, and will escape well in advance. It is bothered by the Druids ever so often, and would very much appreciate it if they could be persuaded, through one means or another, to leave it alone.

If attacked, the Oracle can scuttle away faster than you can probably kill it. It has AC 15 and 4 + 4 HD. It will not attack you, merely try to lose you in the Marshes, which it can handle far more easily than you can.

Imagine if a Tiger were playing a game of cards, and always had a sly grin, as if he knew exactly what you had in your hand each turn. This is how the Spider smiles and acts, though you can't see it, because of course, it is a Spider, who can't smile. It is also well dark inside the tree.

The Gifts of the Oracle:
At your discretion, the propitiate may choose the gift, or receive one at random.
1 - A Companion: A Spider who grants all benefits and acts as if a result of the find familiar spell.
2 - Spider's Eyes: The Oracle grants you spider's eyes, and you gain advantage on any save required to retain your sight, and can see in Darkness up to 60 feet perfectly. 
3 - The Spider's Gentle Touch: Once per day, you may cast either spider climb or move without trace
4 - A Silken Doll: It is but a mere doll of woven spider silk. It is strangely beautiful, if somewhat sticky. Accept it graciously. The Oracle took a long time to create it, with many errors along the way.
5 - A Spirit-Tree Twig Marionette: A Marionette created from the branches of the dead Spirit Tree. Druids would kill to posses it, as it may yet be used to regrow the Tree's Spirit. Otherwise, it is a curio, nothing more.
6 - A Pig-Sticker: Just a weapon a previous, and foolish, propitiate thought they could use to buy the Oracle's services. 2 in 6 chance of being minorly magical, otherwise it is merely a masterwork example of its kind.
7 - A Spider-Silk Mask: Put it on, and no-one will be able to remember you were ever there. Remove it, and it will tear to shreds and be destroyed. This much is explained upon the granting of the gift. 
8 - A Philter of Liquid Sleep: A Small Chitin-husk vial holds a single dosage of the Oracle's venom. Any who ingest it are immediately taken into a dreamless sleep as if dead for d6 days.
9 - A Secret of the Marsh: You may ask a single question that requires but a single word to answer of the Oracle, and it will answer Truthfully.
10 - A Release from Life: The Oracle offers you a release from death, and rebirth as its kin. Results in death. Truthfulness of promise of rebirth up to DM interpretation. You need not take it. The Oracle does not mind either way.

The Swamp Vampires

The Manor of the line Le'Laudrain has lain empty and hollow for many generations now, the damp and creaking shell almost now totally disintegrated beneath the attentions of the Marsh.

The line Le'Laudrain remains however.

They are vampires of a sort, but the long decades in the Marsh have twisted them as much as it has twisted the manor. In their hey day, they were outed as blood-cultists, and almost all the line was burned alive and screaming, not even their bones were spared. Three escaped however, and they drank the last dregs of power from the weeping bones to become what they are now.

They are wretched and grey, clawed fingers and filed teeth, putrefaction and peeling skin from the damp. They have stained mouths from spilled blood, ragged holes blight their bodies, and their muscles bulge not just with flesh, but with pus. They are utterly degenerate in the worst senses of the word, and though they are feral and animalistic, they do still have a small measure of humanity left.

They sometimes sit around a bowed and bent dining table to butcher a person; sometimes they engage in delicate dances with corpses they rest against their chests, sometimes they even clean themselves. More often than not though, they are digging away desperately at the earth with their hands in the Manor's cemetery to find bones to chew on, or a last scrap of rotted flesh to gulp down.

One of them is bigger than the others, built more like an ape than a person now, and frightfully strong and tough. Another is ringed with strangely geometric runes written into its mottled skin, and magic flows through its veins, released only by instinct and chance. The last wears the marsh like a shroud, disappearing into the murk and then bursting forth in a spray of filth.

When they kill, they waste no time in setting upon it with tooth and claw to gulp down its juices and swallow great clumps of red and raw meat. They do however, waste a lot of time on doing it.

One last treasure remains however, though they no longer have the faculties to appreciate it.

The Last Gift of House Le'Laudrian
1 - The Divine Apparatus: A painting of Staggering Beauty and Unparalleled worth, hidden in an underground vault, the key of which was accidentally swallowed by one or other of the vampires.
2 - The Heart of the River: A uniquely shaped and colour sapphire, sits in the mud in one of the rooms of the manor. Sometimes one of the vampires uses it to brain animals.
3 - The Tome of Musings: One of the foundational texts of a school of philosophy, it now lies in a water-tight box, slowly slipping deeper into the mire.
4 - The Reliquary of Saint Hymnal: Too big to move, the Reliquary remains undisturbed for now, its holy light burning the flesh of the Vampires, who avoid it totally. Within is the whole arm of the saint, and the ring they once wore.
5 - The Sword of House Le'Laudrian: Though they have forgotten how to use it, the Vampires still respect this ancient blade, which has been reforged over the decades many times. History lies heavy upon it.
6 - The Ledger of House Le'Laudrian: Many old and long forgotten debts remain in this book, many secrets lurk in foot-notes too. It would be a powerful black-mail tool if it were ever recovered.

Flicker-Flame Moths

They really don't actually do all that much. They are like many other moths, and are only really active at night, yet the Trolls fear them above many other things in the Marsh, due to the Moth's embodiment of their clearest vulnerability; flame.

They are like twinned candle-flames, sputtering their way through the murk, and though alone they are pathetic and small, in a group when riled up they become a catastrophic surge of flame that obliterates trees and scorches flesh to the bone. They are however, repulsed by the smell of burning flesh and meat, thus the Trolls have been able to ward them away from their main hunting grounds by festooning the marshes with Corpse-Fat candles.

They will also "eat" open flames that burn on wood or oil, any fuel really that isn't meaty. In doing so the original flame slowly gutters and dies, and new Flicker-Flame Moths are born in the death-smoke. Attended flames are only occasionally nibbled on, but unattended ones become veritable feasts for the Moths.

Possible Origins of the Moths:
1 - Birthed by the Lamp-Taker from its lights as they die to keep the Trolls away. 
2 - Minions of the Moth-King imbued with its light, to battle against the Trolls.
3 - An accidental creation of the Old Wizard before they left their tower behind.
4 - Embodiment's of the God 'Neath the Marsh's turbulent dreams.
5 - Born from the Corpse-Lights of the Bone-Thieves, and part of their plan to gather further materials for their great work.
6 - Some other origin of the DM's devising.

The Moth King's Court

Though beyond its boundaries, it is a beast of shadows and silence, in its home, it is bright and glorious.

It does not lair in the Candlemarsh, it merely walks the drifts of mist in the dark of the night, and follows the curves of the moon as it sails the dark. When the time for its prowling draws to an end, it returns to a secret place, where the split trunks of an ancient spirit-tree capture the light of the moon just right, and draw it onto the water of a cool and clear pool, alone in all the Candlemarsh. The Moth King arcs high above it, before drifting down gently, barely breaking the surface, and slipping back through into the Court of Butterflies.

No mortal can get there on its own power, except by the most potent of magics. It is a place of infinite and infinitely tall trees, lit with the soft golden light of the sun at dawn through the clouds. The Palace of the Moth King seems almost grown from the trees themselves, and is run all about with soft silks and drifts of almost, almost solid mist.

Here, he is not arrayed in his war-form. He is bright and clear, elegant and lordly, like his subjects. They are an endless see of beautifully arrayed insect-peoples, all clad in a dizzying riot of colour and shapes and swirls. During the day, he communes with his people, and their (somewhat mercurial) whims influence his hunts during the night.

They are also your way of maybe getting the Moth-King to help you, even if in a roundabout way.

Interacting with the Court
The Court of the Moth King is keenly aware of the situation in the Candlemarsh, and they seek to enforce their will through the might of the Moth King. To this end, they have set out 12 Declarations that enforce their ideas and decisions upon the Moth-King's deeds. These will only ever be revealed to those who visit the court.

Each day, the Moth-King convenes the court to allow the will of his people to be heard. Each day, 3 declarations are discussed, and changes to the Declarations are considered. So far, almost no changes to the Declarations have been approved. Some small Decisions have made it through, but no major changes in policy have been enacted. It will require outside intervention to make the court act.

Each day you are in Court, roll 3d12, these are the Declarations that are to be brought up for discussion. You may try to influence the proceedings if you wish. Through skill check or the producing of evidence, you might convince the court to replace one of the Declarations with another, though no Declaration may be brought up two times in a row.

At this time, also roll 2d20 to determine the Court's mood. These will make it more or less likely for the Court to accept or reject changes to Declarations. Duplicates are allowed here, it means the court feels particularly strongly one way for once.

Each night, there is a 1 in 3 chance that a Declaration change is suggested without the Party's intervention. Roll a d3 to determine which of the raised Declarations is being discussed, and determine a change that would inconvenience the party in some small way using the rules below. Such changes should not bring themselves a penalty of more than -1.

Once the Declarations have been chosen, they are up for discussion. You may suggest changes, and the court may sometimes raise options as well. Changes to the Declarations must be kept brief, must not change the topic of the Declaration, which are indicated by the bolded words in the declarations (i.e. Declaration 6 must always relate to the loot-rights of the Troll's treasure).
The following rules apply as well:
- New words can be introduced into Declarations, but every word past the first introduces a -1 penalty to the reaction roll.
- Words can be changed within Declarations (except bolded words), but every other word past the first changed introduces a -1 penalty to the reaction roll.
- Changes must result in grammatically correct sentences.
- Changes cannot result in paradoxical statements.
- If the party wish to introduce changes on more than one declaration, each one past the first brings a penalty of -1 to all reaction rolls for those changes.

When changes have been decided, they are brought up for debate within the Court. Here, a reaction roll determines whether the changes are brought on or not. Roll 2d6, and if the total is 9 or more, the change is adopted. The following rules apply to this roll:
- The party may use their evidence or skills or speeches to try and sway the court of the righteousness of their convictions, bring a bonus of +1 for each convincing example of the above brought forth.
- Using the same methods, the party may attempt to change the mood of the court, on a success they may re-roll one of the Moods of the court. On a failure, they gain a -1 penalty to all their proposed changes on that day.
- If the change aligns with one of the moods of the court, the roll is made on 3d6, taking the highest 2 of the dice.
- If the change opposes one of the moods of the court, the roll is made on 3d6, taking the lowest 2 of the dice.
- If a change aligns with one mood, but opposes the other, the roll is made on 2d6 as normal.

Each day the Party interacts with the court and brings up a change after the first change, roll a complication on the table below.

Declarations of the Court
1 - We do not concern ourselves with the well-being of the Druids, they are not ours to keep.
2 - We shall destroy every last Troll-Kin in the Marsh, eventually, none shall be spared.
3 - The Spider-Oracle shall be left alone, we do not need its guidance in this struggle.
4 - We shall strike when the Troll's least expect it, from the sky, surprise shall be our strength.
5 - We need no weapons or allies, we shall overcome our foes without the gratitude of lesser beings.
6 - We shall take away all the hoards of the Troll's treasures as our loot-rights, the spoils of war.
7 - We shall not concern ourselves with the God 'Neath the Marsh, the land will heal.
8 - The Bone-Thieves are our enemies, but we shall deal with more pressing concerns first.
9 - We shall recover the stolen lights of the Lamp-Taker in time, to light our homes.
10 - We shall allow the Candle-Golem to continue its rampage, it hurts the trolls more than us.
11 - We shall keep no watch on the Lynching-Tree, it is more than capable of looking after itself.
12 - We shall not investigate the Old Wizard's Lair, it is more trouble than it is worth.

Moods of the Court
1 - Lazy
2 - Kind
3 - Calm
4 - Mercurial
5 - War-like
6 - Diligent
7 - Peaceful
8 - Diligent
9 - Spiteful
10 - Riled
11 - Pragmatic
12 - Principled
13 - Indifferent
14 - Antagonistic
15 - Charitable
16 - Co-operative
17 - Tired
18 - Brooding
19 - Despondent
20 - Vibrant

Complications in Court
1 - A Butterfly-Noble has risen up to request the Party be expelled from Court!
2 - A Moth-Earl is furiously opposed to a change than the Party wants, giving their change a -2 penalty on the reaction roll, unless some sort of settlement can be reached.
3 - A Silk-Worm-Magnate desires that the Moth-King ceases his Night-time roamings for now. Treat this as change to a Declaration in terms of the resolution of the proposal. No other changes may be discussed tonight.
4 - A Caterpillar-Princeling challenges the Party to a Duel over their proposed alterations! If bested, the party must give up their changes, if they best the Prince, they enjoy the Mood of the court aligning with their changes, regardless of the current Mood.
5 - A Cocoon-Oracle issues a Declaration change that cannot be overwritten or over-ruled.
6 - The Moth-King himself shows his support or disdain for a change. Roll a die, if the result is even, the reaction roll for it is made on 3d6, keeping the highest two results, which overrides any results from the Mood of the court. If the result is od, the reaction roll for it is made on 3d6, keeping the lowest two results, which overrides any results from the Mood of the court.

Druids of the Old Ways

In these current times of Truth, Culture, and Enlightenment, Druids have had to change. They accept cities as their own environments, alien to their own, and have accepted their small, verdant bastions on the edges of Civilisation, filling in the gaps as it were. Indeed, at this point, this is all some Druids have ever known.

Some refuse this.

Out on the Frontiers, in the Deepest Forests, Druids of the Old Ways still lurk, primal and wild, still in touch with the Earth they speak to through their feet, still whispering to the trees, and the flowers, and the animals. They watch through dust-scratched eyes at the pomp and self-importance of Civilisation and loathe it.

They want it to wither and die.

Druid Aspects:

1 - Skies - The powers of the winds, and the clouds, and the weather.
2 - Predators - They take what strength allows, though they walk alone.
3 - Swarms - They flow and roil, and will always find a way to survive.
4 - Spores - They spread slow roots, and only fruit and bloom when necessary.
5 - Feathers - They spread their wings and take flight, speeding through the air.
6 - Trees - They have a hide of bark, limbs like branches, hair like leaves.
7 - Petals - They blossom with beauty, though hidden when they wish it.
8 - Herds - They stand firm and tall together, and alone they are lost.
9 - Scales - They slither and crawl, cold blood in their veins.
10 - Fins - They swim and dive, the water is their world, not our solid hell.
11 - Winds - They whirl and cavort as they please, winding and free.
12 - Flames - They are bright burning and endlessly feasting, theirs is fury and chaos.
13 - Waves - They are a slow strength, but in the end, they always win.
14 - Stones - They have roots of rock, the strength of stone, and tectonic intuition.
15 - Claws - They slice and catch, digging into flesh, hooked and curved.
16 - Rots - They break down what others leave behind, one's waste is their treasure.
17 - Bloods - They hold the crimson key of life in their hands, dripping from their chins.
18 - Packs - They have the strength of the pack, and the strength of the pack is them.
19 - Webs - They trap and subsume, awaiting their prey to come to them.
20 - Nights - They are the watching eyes in the dark, the black figure in the distance.

There are no Druids of Bones, those are the Domain of the Shaman.

Their magic is slow and flexible, and is only decided through committee. They have no power of their own, they borrow t from the earth, and must offer gifts and friendship in return. Rituals and rites are theirs for the world to listen, and they take their knowledge of what has worked before, for the tastes of the earth are slow to change.

They alter the world to their wishes, they command the elements, they befriend animals and banish foul humours, they cleanse and dirty, they preserve and defile in turn, they reap and they sow again, but only at the whim of the world, at the pace of the natural order.

These are their homes:

Blood Aspect Groves
1 - A Space set about with Bones and Blood
2 - An Area with a Wall of Sewn Guts
3 - A Deep Hole Stained Red and Strewn with Bone
4 - Bones Hang by Gut-Springs from Branches

Building-Aspect Groves
1 - A Ring of Stacks of Stones
2 - In Ruins Torn by Trees
3 - Within a Wooden Pallisade
4 - A Stone Patio-Mural
5 - An Overgrown Henge
6 - A Ring of Standing Stones

Tree-Aspect Groves
1 - A Cathedral of Tall Trees
2 - A Hollow beneath Arching Roots
3 - A Stand of Trees
4 - A Huge Ring of Bushes
5 - A Platform Ringing a Great Tree
6 - A Glade Cleared of Trees

Water-Aspect Groves
1 - A Circular Lake with an Island
2 - A Crescent Bay
3 - A Ring of Coral
4 - A Clearing in a Kelp Forest

Fields Grove
1 - A Scorched Glade
2 - A Circular Hill with a Bare Top
3 - A Mushroom Circle
4 - Within a Ring of Brambles

Mountain Grove
1 - A Mountain Plateau
2 - A Mountain Peak
3 - A Cave at the Bottom of a Crevasse
4 - In a Volcano's Caldera

Underground Grove
1 - A Painted Cave Beneath the Earth
2 - A Gently Sloping Pit in the Earth 
3 - A Cave that Admits a Glorious Shaft of Light
4 - A Deep Shaft of Empty Darkness

They are utterly unlike us, they drink toasts with the mud, they share food with the beasts, mouth to mouth, they drink from the udders of trees, their homes are not homes are we know them. They submit only to strength and the will of the earth. Some groves follow Arch-Druids, strong like stones. Some follow the beasts who only last night mauled and ate the last Arch-Druid in their sleep.

If they were still worthy of being an Arch-Druid, they wouldn't have been eaten.

These are their Allies:

1 - A Local Spirit God
2 - Animal Kings
3 - A Local Monster
4 - Powerful Monsters
5 - A Naturalised Druid
6 - A Fae Contingent
7 - A Colossal Beast
8 - A Tree, brimming with Anger
9 - The Very Sky Itself
10 - The Very Land Itself

Their Magic, as has been said, is the Magic of the Earth. It is also the Magic of Connections. If a Druid is sick, they must offer medicine to the mountain where the plants they ate were taken from, or to the woods where their meat was hunted, for that must be where the sickness had its original root. If they wish to curse their enemy, they must find a herd of deer from which they last took their food, what easier way to harm a person than through their stomach? If they wish to bring rain, they must stab the earth with knives to bleed it of its water, how else can they get it to beg for more?

These are their Holy of Holies:

1 - A Great Spirit Tree
2 - A Mighty Foundation Stone
3 - The Bones of a Titan
4 - A Grand-Totem
5 - A Thunder-Circle
6 - A Unique Stone-Formation
7 - A Hot Spring
8 - An Almighty Semi-Sentient Plant
9 - A Causeway of Hexagonal Stones
10 - A Pit of Endless Flames

Travelers on the roads tell many strange stories of the Druids of the Old Ways. Most all of them end up being true too, though sometimes the travelers aren't even aware that the cause of what they have seen is the Druids. They see strange formations of rock and the trees that have improbably grown around them, they see odd lights in the vast distance, of a small stand of trees that issues forth oceans of mist. They see animals with the heads and faces of men, they see trees branches that end in flakes of stone, they see rivers that run not with water, but with clouds. They see that stars fall to earth and dance around rings of stones. 

These are their Strange Rituals:

1 - They have built a great Pyramid of Wood and now they burn it, they cast leaves into the flames and breathe in the heady smokes
2 - They have strewn the whole, still-living body of a beast about the trees and dance in the bloody rain that falls from it even as it screams
3 - They paint the grove in Psychadelic Hues, whirling and twirling and trilling to the beats of strange drums and eerie songs
4 - They dress themselves in bones and twist their bodies around them, cutting themselves on their own clothes, as the blood-lust sets in
5 - They trail chords behind themselves, sewing them together as they dance, some of them become trapped within it, as the dance intensifies
6 - They process around the grove as the Sun rises, they watch as the light rests on the Grove, cheer, and then bathe it in blood to trace the path of the light
7 - They dig at the earth with their hands and smear it on their bodies, they eat the worms they find, they chew in the roots, they push stones down their throats
8 - They rut together in a tangle of limbs, berries and fruits are pushed into mouths and smeared on flesh, bones break, teeth fly, blood spills
9 - They drag forward a beast, tie its legs together and push it to the ground, then they beat it with rods until it is a bloody pulp slopping further and further apart
10 - They swim together, diving and cavorting about the waters, they grab fish with their hands and tear them apart with their teeth, they wind weeds about their limbs
11 - They dance in the rain, beat their feet into the mud as their arms are raised up to the clouds, they scream and yell, clawing at the air
12 - They sit in a circle, each with an animal in their arms, they hold them close and delicately, cooing to them, stroking their skin, feeding them small morsels

They cannot help but change their shapes sometimes. Sometimes they cannot change back. The worms that speak with the voices of men, the trees that sing songs in the wind, the man with hooves for hands and with insects for his tongue, they are druids, and they are not even particularly bothered by it. They can always change it later. They never do, they take it as it comes, they flow like water through the tides of life. Even if a full-formed Bear were to tear forth from their chest, taking with it their lungs and their heart, they would not mind as their body exploded around them. This has been observed and recorded by civilised folk. The records were later burned by the Witch-Finders.

These are the signs of their Devotion:

1 - Their Eyes are the Eyes of another Beast
2 - They bear mighty Antlers on their Heads
3 - They have vines twisting into and round their skin
4 - They have flowers blossoming from their hair
5 - Their skin is as bark, ragged and jagged
6 - Their skin is covered in mangy and patchy fur
7 - Their hands end in wickedly sharp claws
8 - Their flesh is like stone, rumbling as they move
9 - Their flesh crawls with insects, no, is insects
10 - They sprout fruiting fungal bodies from their back
11 - They have a crest of feathers running down their arms
12 - Their flanks are covered in a coating of scales
13 - Their skin is coloured in many bright hues
14 - Their mouth is full of mud that spills forth in a torrent
15 - Their blood is the filthy water of defiled lakes
16 - Their limbs are long and stretched, ending in huge hands and feet
17 - Their bones are bared to the whole world through ragged holes
18 - Their flesh is covered by armoured chitine-plates
19 - Beneath their thin skin, their flesh is a mess of rotten plant-meat
20 - They have too many limbs, like a spider

They do not hate life, they hate order. They do not hate the stones, they hate the cities they are built into. They do not hate you, they hate what you have learned, what you will try to spread, what you are a sign of. Thus, they will expunge you. Perhaps they will also ask the Shaman to rend apart your spirit once they have rended apart your flesh and bones and painted themselves with the fluids of your eyes and brains.

This is what they fight with:

1 - A Crooked Spear tipped with Flint
2 - A set of Beast-Claws wrapped into their fists like Knuckle-Dusters 
3 - A Great Club of Bones tied together with dried sinews
4 - A Whip of still-living and whipping roots studded with thorns
5 - Their own Bear Hands, tipped with wicked nails, stained with blood
6 - A Wind that flows about them, Suspending Razor-Rocks within it
7 - A Swarm of Insects and bugs that swirls about their arm
8 - A Bubble of Earth that flows around them at their feet like a dog
9 - A Team of Beasts who heed the words of the Druid
10 - An Improbable Storm-Cloud, bristling with thunder
11 - A Wood and Bone Apparatus, sporting at the end the snapping jaws of a beast
12 - A Mantle of waving Tentacles of bone and meat
13 - A Rock, pitted and stained, sparks fly from it when it strikes
14 - A Flame that lives within their chests, they let it free as they breathe and scream
15 - They Crawl in the Mud, and their limbs burst forth from it in improbable places
16 - Their jaws distend, and a Tide of Spider Limbs roils forth from their gaping maw
17 - Their Own Bones burst forth from their flesh, whirling and whipping about them
18 - They Dance crazily and jauntily, and the dance is infectious
19 - They Weep, and as their tears hit the earth, the Earth sprouts forth teeth and jaws
20 - Their Blood tears itself from their flesh and forms jagged, crimson thorns and brambles

The Candlemarsh

Well, I think its relatively finished.

Out on the edges of the Civilised World, lurks a rotten and stinking place, the Candlemarsh. It is a dark and mysterious place, swampy wetlands ringing a dank and overgrown bog-forest. Even from beyond the wetlands, you can see the tiny dancing lights of the swamp. Local legend tells you that Boggarts plant tiny candles in the swamp, why; no one can say for certain, though everyone is quick to offer their interpretation. People go missing near here every so often, but then again that happens in every frontier town. Perhaps a few times a year, bands of drunk and over-confident adventurers go in, and the lucky ones that come out return drenched in muck and pestilence, gibbering of haunting terrors and beasts. The locals know better than to go there; better to place a candle on the edges every now and again to placate whatever it is in the marshes that loves candles so much and hope it doesn't take you next.

No one knows the truth about the Trolls, and the slumbering God they worship.

The Hooks for Entering this Wretched Place

1 - The Troll-King is performing more and more raids. Stop him.
2 - The Land trembles, the God 'Neath the Marsh stirs.
3 - The Druids propitiate for someone, anyone to end the war in the Marsh.
4 - Rumours are spreading that the Trolls have stolen more and more loot. 
5 - Within the Swamp, is the tower of an ancient Archmage, never found.
6 - A Troll left the swamp, begging for someone to have mercy and slay the Troll-King.
7 - Dreams are leaking from the Swamp, of an almighty Candle flowing forth from screaming people.
8 - A Flame Demon has taken the Swamp for its home, the church would pay well for its exorcism.

Rumours of Candlemarsh

1 - Fire Demon has taken residence [P]
2 - A Candle marks the place of the dead [F]
3 - There are boggarts in the heart of the swamp or some such [P]
4 - You die there, your soul burns up into a little moth [F]
5 - A Powerful Moth-Clad Spirit lives in the swamp [T]
6 - The Swamp gators are stupidly hard to kill, don't bother [T]
7 - I've seen a two-headed demon in there... [P] 
8 - There's sunken treasure from an old hero who though he could conquer the marsh... [T]
9 - Those candles is made of people, a passing necromancer told me so [T]
10 - If you see a heron, run; its not a heron [T]
11 - If you hear creaking, run; its the guardian god of the marsh [P]
12 - A wizard used to live in the marsh, his tower fell down long long ago though [T]

Terrains of the Marsh

1 - Fenland - Much of the outer Candlemarsh consists of this. No effects other than movement is 3/4 of its regular speed.
2 - Foetid Lake - Not all that deep really, but just a little too deep, and the mud sucks at your feet to drag you down. Best to go around it. Impassable without proper methods or suicidal tendencies.
3 - Muck Isles - A rare bit of solid land amongst the muds and mucks. Always has an encounter on/in it. Normal movement speed whilst actually on the isle.
4 - Scum-Brush - Most common in the inner Candlemarsh, this is an area where the brush grows a little lower, all gristley bushes and pathetic shrub-stands. 1/2 normal movement speed here.
5 - Grime Groves - A part of the Swamp that contains a Druid-grove, Mangrove trees grow here commonly. 1/2 normal movement speed here.
6 - Troll-forest - The deepest part of the Marsh, where the trolls wade through the murk, and build their grovelling hovels. 1/2 normal movement speed here, and double chance of encounters.

Locations within the Candlemarsh

These are all marked on the map of the swamp. They are immediately obvious when their hex is entered, though you can enter their hex without entering the location.

Troll-Home
Aside from these places of interest, there are a smattering of other hovel-homes, enough for the Trolls to lurk in when sleep comes for them.
1 - Fat-Renderers
These Trolls take the fat from the Meat Hangers and rendering it down in vats into wax-materials for the Candle-Makers. These Trolls are particularly chubby, even for Troll-kind, and they will tell you often and loudly that they have absolutely no idea why. Everyone knows, but its not worth the bother of bringing up. A few truly unlucky human-prizes have ended up in the vats without being "processed" first, not that the outcome is any different.
2 - Meat-Hangers
These Trolls hang the prey captured on hunts up in their vast abattoir-hall on rusty bog--iron hooks, drain the blood from them, skim off the fat, and butcher the meat roughly. No-one in Troll-home dares irritate a Meat-Hanger. For many reasons. 
3 - Candle-Makers
These Trolls are the most prestigious Trolls outside of the Troll King's inner circle and the Oni. It is they that fashion the wicks and waxes into the Candles that the Trolls distribute around the swamp. They are rarely allowed to risk themselves on hunts (which they don't grudge at all) and enjoy many other privileges of the Troll-King's favour. Of all Trolls, these are the few that actually like the Troll-King.
4 - 'Palace' of the Troll-King
More a Grand Feast-Hall in the style of the Saxons, it is here that the Troll-King holds his "court", and endlessly debates with himself where the next place to raid should be, and how to deal with the Moth-King once and for all. There are many Trolls here at all times, and occasionally all the Trolls in Troll-Home will gather here to feast beneath the watchful eye of the Troll-King. These events inevitably end with the Troll-King butchering one of his enemies in public though. He thinks he's being terribly clever and cunning by disguising his intentions so, though most have figured out the ploy at this point.
5 - Fight-Pit
Less of a conscious construction, and more of a happy accident. The Druids sent a bear imbued with much of their magic, twisted and augmented into a powerful spirit-host to slaughter the Trolls. However, it ended being caught in a sink-hole created by the magics of the Oni, and bound in place with foul spirit-contracts. A good portion of the Druid's power is still bound up in the bear, and can only be released by the bear's death at this point. As for the Trolls, the Troll-King has offered a great reward to which ever Troll can destroy the Bear in single-combat. Many have tried, all have failed, and the onlookers and observers find it all absolutely hilarious to watch. The reward remains unclaimed, and it grows with each failed hopeful.
6 - The Drowning Hut
The "temple" of the Trolls, where the Oni lurk, and conduct their Spirit-pacts and communions with the idle dreams of the God 'Neath the Marsh. Named so because their chief rite is to submerge themselves and drown themselves to the brink of death in the mud to experience the messages of their patron before being pulled free. It is near totally-covered in candles on the outside. 

The Old Tower of the Wizard
Use the generators here to discover what was once here, then ruin it systematically. Leave little left.
The guests and dwellers of the tower are probably all dead, or long gone. Perhaps some are left. They would probably disrupt the order of the Marsh, and that's a cool thing.

All that is left to discover is on this table, which requires a good hour of searching to roll on.
1 - A scrap of a spell, counts as being worth 10gp if used (and consumed) for spell research.
2 - A potion of recovery, somewhat gone off. Restores 2d4-2 HP when drunk.
3 - A ritual dagger, discoloured and twisted. Worthless.
4 - An enchanted arrow that prevents the target from talking on a hit. Wisdom save to negate.
5 - A wand, misshapen and malfunctioning. Shoots a bolt of d4 damage at a random target on use.
6 - A rope that snakes along at 2 inches per second (ie 5ft per round), can obey simple orders.
7 - Rotten plants in a shattered glass tube. Worthless.
8 - A mirror that only shows people lying about their identity.
9 - A vial of suspiciously smelling ooze. Deadly poisonous.
10 - An actual, honest to god, true, decent condition, magic item of the DM's choice.

The Stilt-born House of the Angler Hag
Home of Aunty Seepstitch. See later entry.

Terrors of the Marsh

Base-Beasts of the Marsh
These creatures are the closest thing you get to mundane animals in the Candlemarsh. They are basically non-hostile, and non-threatening except to total jerks and/or idiots. Assume 1HD for each.
1 - Stilt Elk - Like regular elk, only with long spindle legs, and long spindle anters.
2 - Filth-Eels - Long, rubbery eels that look like mud from a distance.
3 - Gurgle-Fish - Just, really, really ugly and bad-tasting fish.
4 - Bleakling Birds - Like ravens but fat and bloated with a mournful and crackling cry.
5 - Pyre-Flies - Fire-flies that feast on the dead and glow as they eat for other flies.
6 - Mange-Minx - Mottled and mangy felines that hunt Bleakling birds.

The True Terrors
1 - Marsh-Plague
Makes your flesh go all soft and waxy, and all orifices constantly spill forth watery humours. At the end of each day you have Marsh-Plague, reduce your highest ability score by 1, determining randomly between tied scores. If you die because of the effects of the plague, you have a 5 in 6 chance of coming back within d6 minutes as a Bloat-Dead. If you die due to other causes while you have Marsh-Plague, the chances are only 2 in 6 to return.

2 - The Trolls
There are many of them in the Marsh. At least a dozen, perhaps as many as forty. [The actual number is 10 + 5d6.] At any one time, there will be d3-1 hunting parties of 2d4 Trolls out seeking Flesh for feasting and fat for Candles out and about in the Marsh. Only rarely do they venture beyond the Marsh [1 in 8 chance]. In each hunting party, the lowest of the d4 results indicate Troll-Warriors, who wear layered leather armour and carry Bog-Iron Smashers. If encountered in Troll Home, 1 in 4 encountered will be warriors. d4 of the Village are the mysterious Oni of the Drowning Faith, the "religion" of the Trolls (in a very broad sense, its more like a ritualised version of leaving meat out for a lion in the hopes that it eats the meat, rather than you). The can call to insects and miasmas of the marsh to serve them for a time, and they carve potent charms from their own, regenerating bones. Their magic is highly transactional though, and they can rack up some seriously high debts... The Chieftan of the tribe is one mean mo' fo', he has two heads, four arms, and three legs. A true brute without a hint of empathy and half as tall again as the more mundane trolls, he has bullied his way to the top through violence and proclamations of the God 'Neath the Marsh's blessing upon him due to his prodigious size and gifts of limbs. The second head is somewhat subservient to the first, and seems to serve as much out of fear as the other trolls. He is in truth, part Hydra; somehow. If any of his limbs (though not including his heads) results in the growth of 2 replacement limbs growing out over the next few seconds.He courts disaster with his poor treatment of his people, but for now at least, disaster is yet afraid of him.
Subnote: Troll bites carry Troll-Blight, which causes cancerous growths around the bite-wound, but also bestows a measure of Troll-regeneration once the growths have matured sufficiently.   

3 - The Creakbeast
A crazy wooden golem built around the body of a dead magic-user whose body still reeks of magic. Creakbeast looks like the bastard child of a serpent and wolf that's been built out of  a shipwreck. It can still call on magic, and all trolls fear it flaming jaws and breath. It can call illusory copies of itself, and sweat fog. It can telekinetically move its shorn off pieces, which becomes only more deadly the more it is damaged. It can't be "killed" as such, as it slowly regenerates its wooden body over time, but it radiates a slightly random amount of magic each turn, which it uses to power itself, adn the excess to powers its magical effects. Damaging it reduces the amount of magic it can generate, and if damaged enough, it would collapse, effectively dead. It would also be destroyed by the removal of the Wizard's body, but getting at the body is basically the same thing anyway.

4 - The Candle Golem
An experiment between the Candle-maker trolls and the Oni, who bound a powerful spirit of the swamp at great cost into a body of wax, wick, and flame. This was all conducted under the greatest secrecy in the hope that the result might be strong enough to challenge the Troll King. It went mad though, and fled into the swamp where it lurks like a base beast, prompting rumours of the birth of a flame demon within the marsh. It terrifies the trolls. It fights with flaming fists, and though severing parts of its body is easy enough, it can 'regenerate' lost parts at a cost to its overall integrity. It has some command of water still from its spirit-animator, and it will attempt to trap foes in prisons of up-flowing water.

5 - Flicker-Flame Moths
Not really dangerous as such, they really aren't all that aggressive, but they do eat flame, which in turn creates new moths. The flesh-fat candles of the Trolls aren't just votives, the burning meat-smoke drives away the moths, who are a threat to the Trolls, who see them as embodiments of Divine Wrath. If attacked, they form a flowing, undulating swarm which is surprisingly hypnotic, before the swarm dives upon you in a swirling conflagration, burning and scorching indiscriminently.

6 - Troll-Eater Crocodiles
They feast on troll flesh, and have learned to maim, eat, and release prey as a more dependable food supply. They have long, spindly limbs so they move more like insects that they do crocodiles. Their flesh melts and mends like troll-flesh, though they don't share the troll's fear of flame. They can only be killed by the removal of their stomach, which always contains a small measure of troll-flesh, the source of the Crocodile's regeneration. However, the stomach does need to be burnt, or the flesh will grow out of control in an illogical, cancerous spreading.

7 - The Moth-King
A powerful spirit of the swamp, and Lord of the Local insect population, though this doesn't include the Flicker-Flame moths, which most disturbs the Moth-King. It can change its size at will, and always appears to be a couple of feet taller than those it converses with, the better to loom over them in the gloom. Its wings are ragged from battles with the trolls, with whom it passively wars for control of the swamp. If the moth king gets a hold of a troll skull, it cups it in its hands, whispers magic to it, and cause it to flake away into bone-winged moths the size of cats, which fight for it. It is surprisingly strong for its weight, and its favourite tactic is to carry its target high up into the air and drop it to dash it on rocks, or a piece of Rosecoal. It also likes drowning and strangling, which bypass troll-regeneration. It can create powerful gusts of wind, and has potent magics of illusion and confusion. It is so far preoccupied with the Trolls of the Marsh, and is quite indifferent to men for now.

8 - False-Herons
As tall as a man, on thin stilt legs, long curved necks, and wickedly sharp beaks. It seems to be a bird, but it is not. Its beak splits three ways, and when it attacks, the beak spreads out like a star, and set of three chameleon-esque tongues launch forth to snare prey and pull them into the Heron's beak, which is crocodile-strong, enough to snap through flesh and bone. They run devilishly fast with amazing surity of footing, due to their many eyes which ring their whole heads. Their wings aren't wings at all, merely useless, atrophied waste-limbs. These guys are just, total dick-heads to be honest.

9 - Bloat-Dead
Terrifying mottled, molten zombies filled with rot-gases contained barely within their bubbling wax-flesh. Not really all that different from regular zombies, except that they are more cunning, and burst once they have taken sufficient damage. They can set ambushes, and lurk in the mud to surprise their prey, and when destroyed, they burst forth in a shower of noxious filth, infecting those nearby with Marsh-Plague.

10 - Rosecoal
Black and pitted volcano-stone like sturdy, stocky pumice that's set in rough ringed petals like roses. Boulders of it can be found dotted around the swamp, solid clusters of charcoal-black stone flowers. They are stupendously hot, and even being in close vicinity to one can be devastating. Water nearby it steams incessantly, and scalds to the touch. If cooled sufficiently, (which is a devilishly hard task) the Rosecoal splits apart like an orange whose skin is too small for it, revealing within a white-hot spider-like beast. It thrashes about in the cold, cooling through raging red and angry yellow finally to a cool grey before finally itself splitting into brittle shreds with a terrible scream. The spiders were ancient servants of the God 'Neath the Marsh. Should the God awaken, so too shall the spiders, who will enjoy the protection of their patron once more to endure the cold of our otherwise-insufferable world.

Other Inhabitants of the Marsh

The Druids of the Swamp
There are d4+2 groves of Swamp Druids in the Candle-Marsh, in clustered Groves of trees in the wooded parts of the Marsh. Each consists of a small settlement of 8+3d8 individuals. 
Rarely do they walk the earth beyond their Groves, they swim through the muck, or crouch in the trees. 
Armed with crude bows and spears, a few wield stolen Troll Bog-Iron Smashers they have stolen, holding them in both hands. Their magics call forth the Water and Pestilence Spirits of the Marsh, and their beast forms and allies are fish and birds. Their Groves are Mangroves Trees, whose upturned roots support the platforms upon which homes are built.
One tree in particular is sacrosanct to them, a huge and twisted Oak tree, blasted and blooming out from the swamp-water. The bough has split, and the cracks that run up its bulbous sides have been stuffed the bodies of the oldest Druids, and their wisdom has diffused into the spirit of the tree itself. The druids ask many questions of the Tree.
Other treasures of the Druids include old, nearly wooden apples that they throw which then burst forth into wasp swarms. Some are equipped with blow-dart tubes that they use to shoot flesh-eating worms into your flesh. Some wield nets made of strung out mosses.

Potential leaders of the Druid Groves:
1 - Warlike and aggressive because of the Trolls, seeks their obliteration, arms like bears
2 - Has become slightly too in tune with the Marsh, and has begun their Naturalisation
3 - Highly attuned to the Water, swims as a fish to spy on the Trolls
4 - Slow to consider, they leave behind scraps of wood as their feet try to root to the earth
5 - Their hair is a mess of feathers, and the air is their domain along with the Moth-King
6 - Hair like moss, teeth like stones, they swim through the earth as though it were water
7 - A pair of great antlers sprout from their head, they are challenged for leadership often, they have never lost
8 -  Flesh like bark, and smouldering from within, they lead a crusade against the trolls with flame

Potential Central Totems of the Druid Groves:
1 - A Gnarled and Crooked Willow Tree, from which many Trolls have been hung.
2 - The posed and Roaring Skeleton of a Great Bear, embellished with many Troll bones.
3 - A Totem Pole carved from the Heart-wood of a mighty tree, depicting all the beasts of the Marsh
4 - A mighty standing stone, abstractly depicting the curvings and striations of the Marsh.
5 - Something like a shrine, only overflowing and blossoming with Fungus, sometimes fed meat.
6 - A Pile of the bones of old druids, a grand ossuary sculpture that is continuously added to.
7 - A hot-spring, within whose steaming waters dwells a Naiad of gentle and nurturing nature.
8 - A Grand Stone Brazier, ever burning, fed forever on the fat of Trolls.

Aunty Seepstitch
An Angler Hag has taken root in the Candlemarsh, an powerful being clad in the guise of an old woman, only twisted and wretched. She is thick-set, swaddled in lovingly sewn granny-garments, but her hands end in wicked goblin-claws, her jaw is too large for her head, and her mouth is full of thin, near-transparent needle-teeth. Beneath her matriarch-cap hides her lure, an arch of flesh ending in a tiny, strangely hypnotic candle-flame. She is a huntress through and through, beware her lights.
At heart, she is a predator. She can pretend to be kind and cheerful, she can play the role of a welcoming host, but she is always watching with the eyes of a tiger, waiting for the moment for her strike to sneak up and under your guard. She plays at fine dining, but keeps relapsing to her natural, brutal ways often without even realising or remembering. She will be delicately slicing fine shreds of meat to boil up into a broth, and then in an instant be stabbing the meat with the fury of a maniac, before returning to delicate slices. She will caress on of her many 'pets' gently, motherly, before bringing it up to her mouth, gorging herself with fury in her eyes, and then return to the petting. Don't try to confront her about it, it will only get you killed.
She can brew all kinds of lovely Teas, which she frequently brews for her terrified Troll 'guests'. The one thing she loves more than the hunt are guests, to the point where she will even take in those she would normally have not qualms slaughtering for meat if they knock at her door.
In her 'larder' there are a pair of gagged, drugged, terrified druids; bound and caked in mud and muck.
Swimming through the air as if it were water, are the Hag's familiar Spirits, a pair of electric Eels. The can cast bite, with the same effect as Shocking Grasp, and if both grapple the same person, the energy they create immobilises the target as if by a Hold Person spell. She loves both of them dearly, and feeds them little morsels every now and again, and will not let any harm befall them.
Sometimes, she gives the local Bloat-Dead little flower-crowns to make them seem... more cheerful.

The Angler Hag Out and About
When in a Hex adjacent to the Hag's home, any encounter will instead be with the Angler Hag in an 2 in 6 chance. When in the Hex containing the Hag's home, any encounter will instead be with the Angler Hag in a 4 in 6 chance.
1 - She wrestles hand to hand with a Troll-Eater Crocodile, in a couple of turns she will tear its throat out with her teeth and then drag it back to her home to cut up and cook.
2 - She runs full tilt, cackling maniacally, as she chases after a pack of False-Herons, who flee screeching before her. She will tear out the tongues of the ones she catches.
3 - She stalks a group of  Druids, they are unaware that one of them will end up in her pot. They will only notice when it is too late.
4 - She delicately pulls away scraps of fungus and moss and carefully lays them down on a tray. She will take them home to dry them.
5 - She has a Bloat-Dead pinned beneath her feet. She pulls out a huge, crude syringe and sucks out a great measure of pus from the Bloat-Dead, and tosses the empty husk away.
6 - She roughly guides a pair of obviously terrified trolls by the hands, telling them about the tea she will brew for them and how lucky they are they caught her when they did.
7 - She draws water from the swamp, reaches in and pulls out a wriggling writhing clutch of eels. She gulps them down one after the other.
8 - She is knelt on top of a squealing Stilt-Elk. With a wrench, she tears the antlers from its head, and leaves it there, bleeding.

Teas and Imbibements of the Angler Hag
Of course, these names are just names. Who knows what might actually end up in each of the recipes? The effects however, are predictable. The effects of each last for one day.
1 - Gristlewort Tea: This bitter, bitter tea inures you to the swamp air. You automatically pass any save to resist disease, but also automatically fail any save to disbelieve illusions as the tea numbs your mind.
2 - Cuttlemoss Tea: This flowery and fragrant tea causes your wounds seal much quicker than perhaps they should. Whenever you take damage from a mundane weapon, you take 1 damage less (to a minimum of 1). You also take one damage more from magical sources, as your flesh becomes a better conductor of eldritch energies.
3 - Thicket-bean Coffee: Surprisingly creamy, this brown-ish drink counts as a days worth of rations when drunk, though you do need to eat double the regular requirement of rations the following day.
4 - Bogberry Cordial: This sweet, cloying drink means that insects take no notice of you, though you also suffer a -1 modifier to your stealth saves.
5 - Gin and Trollic: Best not ask what goes into this thick, coppery drink. You regenerate 1 hit point each hour while this drink affects you. Trolls will know what you have down to earn this power, and will always attack you unless you have truly proved yourself a Troll-friend.
6 - THE THUNDERER: Make a constitution save versus poison when you imbibe this stormy-grey liquor. If you fail, your guts thunder within you, halving your constitution score for the day. If you pass, you contain the storm within, and can vomit a thunderclap once until the end of the day, as per a Thunderwave spell.

The Old Man of the Moss-Clumps
It is huge and hulking, rough-shapen from moss and mud. It is one of the many Geniis Loci of the swamp, and most certainly the most powerful and most often seen as well. It cares little for the politics and goings on of the swamp's inhabitants, and indeed if it can speak at all, it never has. It is content to wander the swamp, seemingly aimlessly, roaming and meandering. While it seems to never interact with anything that doesn't initiate some sort of violence upon it, it does have a curious disposition towards the Troll Fat-Candles, which it always snuffs out. Thus, it sometimes comes into conflict with the trolls, invariably ending with a few ground up Trolls and a little more ragged-round-the-edges Man of the Moss-Clumps. Probably the Troll-King will tire of it eventually, and order a great hunt to slay it. It will probably work too, though not without the loss of many Troll lives. 

Encounters in the Marsh

Whilst within the Outer edges of the marsh, roll a d12 to determine encounter, and add d6-1 each time you roll a maximum result on a dice, to a maximum result of 30.
Whilst within the Midway ranges of the marsh, roll a d20 to determine encounter, and add d6-1 each time you roll a maximum result on a dice, to a maximum result of 30, and removing d6-1 from the total for each minimum result of a dice, to a minimum result of 1
Whilst within the Inner heartland of the marsh, roll a d20+10 to determine encounter, removing d6-1 from the total for each minimum result of a dice, to a minimum result of 1.

Outer
1 - A clutch of Troll-Eater Crocodiles stares at you from the water. [2d4 crocodiles]
2 - A band of Druids tends to a wounded Mange-Minx. [d6 Druids of the Swamp]
3 - A scared troll curled up sobs to itself while surrounded by a swarm of otherwise indifferent Flicker-Flame Moths.
4 - A Troll smashes on the ground nearby, the Moth King circles lazily above.
5 - Creak-beast crashes out of the water and immolates a False-Heron instantly. The others run, Creak-beast chases after, flames licking from its mouth. [2d4 Stilt Herons]
6 - The ground gives way beneath the party's feet, slumping into a pool in which rests an outcrop of Rosecoal.
7 - A Troll skins the fat from a Stilt-Elk carcass while its companions keep watch over the other bodies they have caught. [2d4 Stilt-Elk corpses, 2d4 Trolls]
8 - False-Herons watch the waters and occasionally snatch up Filth-Eels. [d6 False-Herons, not initially aggressive]
9 - Druids sit in a circle in communion with a great Mud-Spirit in the crude form of a man, huge and hulking. [3d3 Druids of the Swamp]
10 - The water boils and steams up ahead, Rosecoal lurks in the steam, a blistering troll painfully drags itself free from the water.
Midway
11 - The Moth-King struggles with a troll far away, before finally tearing off the Troll's head, and flying off.
12 - A Troll hunting party chases a group of Stilt-Elk with spears. [2d4 Trolls, 3d6 Stilt-Elk]
13 - False-Herons chase a terrified troll through waist-high water. [2d4 False Herons]
14 - A band of Trolls plant Candles on the more sturdy outcrops of land and rock. [2d4 Trolls]
15 - Candle Golem paces around the swamp, lonely and insane.
16 - A group of Bloat-Dead erupt out the mud, screaming for meat. [d6d6 Bloat-Dead]
17 - A Maiden of mud, muck, and filth sits on a rock, wringing brown water from her reed-hair. She is a spirit of the Marsh, and has much to tell those who are polite, and offering appropriate gifts.
18 - Several leeches have attached themselves to vulnerable parts of the party. Removing them costs 1 hp, and is somewhat uncomfortable. While attached, leeches decrease the amount of healing from hit die by 1 hp per dice.
19 - A wandering ghost of a forlorn adventurer meanders through the murk, forever looking for its lost arm. It might know much about the trolls...
20 - A Troll makes an offering to the God 'Neath the Marsh, muck and filth flow up it and seeps into its flesh, bolstering its regeneration for a time. The Troll plans to enter the Fight-Pit.
Inner
21 - Creak-beast bursts through the reeds with a terrifying scream of flame.
22 - A band of Trolls chases after the Moth-King, who eventually launches into the sky and flees to the woods. [3d6 Trolls]
23 - A group of Troll-Eater Crocodiles tear at a pair of Trolls while any of their companions smash at them with claws and weapons. [2d4 Trolls, 2d4 Crocodiles]
24 - Candle-Golem smashes a Troll that is desperately trying to crawl away. It will not escape.
25 - Druids battle with a Band of Trolls, it could go either way. [2d4 Trolls, 3d6 Druids of the Swamp]
26 - Creak-Beast and Troll-Eater crocodiles struggle with each other, rolling hither and thither trying to tear each other apart [2d4 Troll-Eater Crocodiles]
27 - The Angler Hag lies in ambush here. She will kill one, devour it, then chase the others.
28 - The Old Man of the Moss-Clumps thumps its way through the murk. It stops to snuff a Troll-Candle, then wanders on.
29 - There is an old and rotten pallisade here. Within, there are the remains of old adventurers, gnawed by beasts of the swamp. There are a few Troll-Bone trophies here.
30 - The Troll-King and some of his closest courtiers are out on a Man-Hunt. Run.

The God 'Neath the Murk

What is the God 'Neath the Murk actually? And what of the Rosecoal Spiders?
1 - A Forest God, impure and corrupted by the muck and mucky thoughts of the Trolls. It is bloating on their horrid worship, and twisting into something else. The Rosecoal Spiders are manifestations of this corruption.
2 - A Great Old One, slumbering and dreaming beneath the waters. The Rosecoal Spiders are ancient, alien servitor machines that await the awakening of their ineffable master.
3 - The Spirit of the Old Wizard who lived here. They long sought the power of the spirits of the rotten places in a hope to discover what it is that made men rot. Eventually it found out, and the knowing of it ruined his mind. The Rosecoal Spiders are emanations of the Wizard's madness, whose spirit has now fused with the Spirit of the Swamp itself, which roils insanely in the spirit world.
4 - The Spirit of the First Druid who lived here, long before the others. It began its Naturlisation, but resisted, and became a Loam Lich. It has lain dormant from centuries now, and the Rosecoal Spiders are the first stirings of the Liches dreams of fire and stone.
5 - A Water God, whose form breaches into the Mortal World, forming this swamp. The Rosecoal Spiders are servants that keep the Water God subdued, for it wishes not to wander the Mortal Lands, but the distant and yet close ranges of Nevuah.
6 - A Mighty and Terrible Leviathan, buried for millenia beneath the Muck. The Rosecoal Spiders are parasites that fed from its ever-boiling blood.
7 - A GREEN God, overflowing with Phlegmatic Humours. It is dreaming of plants, creepers, vines; yet when these thoughts reach the mortal world, they are already feotid and rotting. Thus was born the Marsh. The Rosecoal Spiders are its cast off thoughts and emotions, cool on top, writhing beneath.
8 - Something else of your own creation.

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