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Malpheggi Swamp

by Morphius Shadowleaf

Introduction

Malpheggi Swamp is tucked into the southwestern part of Darokin and is some 80 miles wide, 160 miles long and consists of roughly 5,000 square miles of some of the most dangerous real-estate in the Known World. Although Darokin claims the land, it is actually a lawless region of primordial wilderness. Malpheggi's great expanse of wetlands covers a vast area, from the tidal mud flats and mangrove swamps of the south to the troll infested Cyprus swamps of the north . Many different types of terrain can be found, including; seacoast, mud flats, mangrove, forest, hills, lakes, rivers, streams and grassland.

Huge stretches of the swamp, is simply water, covered by a thick mat of vegetation. Often these areas are so water logged that jumping will shake nearby vegetation and the surrounding land with wave-like motions. These living layers of plants and other debris can even occasionally support small groups of trees. The floating mats can also conceal deep holes. Heavily encumbered adventurers are known to have sunk or fallen thru through, never to be seen again.

CAUSE & EFFECT
Hidden Hole
Spot Check [DC15] to see hidden hole. [1 ROLL PER MILE]
Fail Spot Check
(falling/sinking) Reflex Check [DC10] to stop from falling/sinking.
Fail Reflex Check
(in hole/water) [ROLL 2d10+10 DEPTH] Swim Check [DC15] or DROWN

There are many natural dangers associated with the Malpheggi. The tidal mud flats of the coast and river mouths are particularly hazardous. Twice daily the coastal areas are subject to extreme tides. These tides expose great mud flats that can stretch for miles towards the sea. Much of the mud has cement-like qualities and will trap those that dare tread on its surface. Magic items with "free action" will enable the user to walk as if on normal ground. The real danger here is not actually getting stuck in the mud, but getting free of its' deadly clutch before the tide comes back in.

CAUSE & EFFECT
Tidal Mud Flats
Reflex Check [DC20] or become stuck. [1 ROLL PER 1/4 MILE]
Fail Reflex Check
(stuck in mud) Fortitude Check [DC20] to free self. [1 ROLL PER HOUR]
Fail Fortitude Check(s)
(still stuck in mud) [Roll 1d12 HRS] for tide to come in. DROWN

Other areas of danger include traditional quicksand. These regions can sometimes be quite large, covering many acres. Often the surface of quicksand is covered by a loose litter of leaves, twigs and other organic debris and can be hard to detect.

CAUSE & EFFECT
Quicksand
Spot Check [DC15] to see quicksand.
Fail Spot Check
(fall/sinking) Reflex Check [DC10] to stop from falling/sinking.
Fail Reflex Check
(in quicksand) [Swim Check] [DC30] or DROWN