Both game masters and players will find a
wealth of information about the swamp, from
background information on isolated
communities, to new monsters, new spells,
new weapons, new magic items, and new
classes, all suitable for any level of game play,
and easily adapted to any campaign setting.
During the darkness of a waning moon
unspeakable things skulk from the depths of
Dreadmire, infesting the surrounding heath,
farmlands and ranches. It is said that those
who go in rarely return -- at least not alive.
This expansive quagmire is a source of
deadly diseases, demon cults, fatal venoms,
immersed ruins, and ancient magic. The
ubiquitous dark pollen is corrupting all that
lives, perpetuated by the malicious tree
devils and the malevolent Somesuch. Even
the combined forces of the giant owls, wild
elves and quag druids cannot save the
sinking forest.

Dreadmire Swamp is the definitive reference
book on adventure, life and unlife within the
swamp. Here you will find verisimilitude:
rules covering swamp ecology, hazards, and
encounter tables, and descriptions of harried
villages, as well as details of nearly three
hundred new creatures, such as mire giants,
weregators, carnivorous plants, phantom
mosquitoes, marsh elementals, monstrous
amphibians, fungus demons, alligataurs,
cannibal elves, evil druids, mud dwarves,
bayou halflings, plant swarms, the disgusting
anthroaches, and a terrifying goliath pelican.
There is ample room for thrills in
Dreadmire, as simply trying to navigate a
bayou is a dangerous prospect.

Three complete adventures also await
parties brave enough to stare into the
Dreadmire's thousand eyes, taking PCs
from beginning to advanced levels.
Beginners brave the wetlands in The Great
Bayou Halfling Boat Race. Intermediate
players trudge across the Bog of the Fungal
Demon, avoiding black slime and abysmal
shrooms. Finally, Secrets of the Sinking
Citadel vexes even the the most advanced
players against nine eldritch liches that
survived the Age of Necromancer Druids.
"BEWARE DARK POLLEN" read Alesia,
staring at a rotting wooden sign. The
halfling and the Knights knew they had
passed through the sinking forest, and were
now in Dreadmire. The paladin said a
quick prayer, before they silently moved
forward into the evil Perdition...

Based in the campaign world of the popular
Dreadmire role-playing game accessory,
three-time Darrell Award winner, author
Elizabeth Donald, takes its elaborate
characters on a daring journey through the
malevolent swamp: Kancethedrus, the
clumsy paladin; Alesia, a voluptuous
red-haired Creep; Angiss, the wise halfling
prophet; Wynter, a lost elven druid; her
lover Tam, a Moor Knight Knight gone
rogue; and the dysfunctional elven wizard,
Salia; all on a quest to destroy the legacy of
the mysterious
Witch Hammer. Harrowed
by unspeakable dead things and a myriad of
strange swamp monsters, an unwitting
group of adventurers attempts to save the
sinking forest they fearfully call, Dreadmire.

Elizabeth Donald's first novel, a vampire
mystery titled Nocturnal Urges, was
published in 2004. It won the Darrell Award
and was a finalist for the Prism Award. The
sequel, titled A More Perfect Union, was
released in 2005. Both books were
combined in a trade paperback titled,
Nocturne. The third vampire book,
Abaddon, won the Darrell Award as well.
Elizabeth has written a number of short
stories and essays that have appeared in a
variety of online and print publications. One
such story, Wonderland, won the Darrell
Award in 2006. Her short-story collection,
Setting Suns, was also published in 2006.
Current projects include The Cold Ones, a
zombie novella coming out in fall 2009. In
the real world, Elizabeth is a newspaper
reporter in the St. Louis are, and writes
CultureGeek, a pop-culture review blog &
column at ElizabethDonald.com.
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