The Creeping is best described as the destabilization of civilization, when fits of madness and paranoia overwhelmed pockets of civilization until the rungs of civil society were lost. Though not immediately affected, eventually the the swamps grew in size and danger until they took over the land, draining the community of the few remaining magic and other resources. When they fell into such disrepair, the few survivors either had to flee or drowned in the miasma of the environment around them. Most people who know of the Creeping, associate it with the growth of swamps, some experts though know it was the madness that preceded the changes of the land that was the much greater threat.
Many civilized peoples feel this area is lost to anything good or habitable, but this is far from true. Lizardith humanoid lizard-men both savage and civilized, now claim this territory as their own and maintain small to much larger communities in the Fesh. There are certainly dangers still here, but there are also opportunities, and the lizard-men help outsiders with both survival and trade. They do not just "steal" or raid from the crypts or magical Towers that are littered throughout the Fesh, as they consider many of the artefacts tainted. Some lizardith villages have an opposing view, as they make much of their income by guiding adventurers into these locations. Some items or areas are so vile, the lizardith will warn the would-be adventurers or even seize horrific magic, but this is very rare, at most they warn outsiders and just ignore.
A few of the magical raiders believe there are a great treasure still left behind and make planned excursions into the cities, crypts and temples of the area. A few of these work with the lizardith and druids of the region, but most don't, and are simply out to make any silver that they can.
Fesh Encounters
d% Result
01 Creeping Doom (DC 12 or 15 or 18+)
02 Vanglore (Humanoid shapeshifters, #2-8, 3+, LE)
03 Aranea
04 Green Render (as Grey Render with camoflage, )
05 Lizardith, Civilized #2-9, HD 2 or 3, Align LN (85%)
06 Muter
07 Winged Monkey
08 Basilisk
09 Cultists (Stone, Snake, Tentacle, Web, Vine) # 2-5, HD 1-3, Human or Lizardith
10 Abandoned Site (home belonging to a farmer, recluse, witch, seer, artist)
11 Dead (true) hammered to tree or chained down
12 Blue Bees # 9-16, HD 2
13 Oxylla 2d12
14 Green-skinned Swamp Beavers
15 Tenderfoot #2-9, HD 2 or 3, Align NG (85%), Patrol
16 Trap (Pit, Falling Logs, Falling Net)
17 Tree-Giant (1d3), As cloud Giant
18 Small Stream (Entryway, , Road)
19 Minotaur 2d2
20 Camp Site ( # 5-20, Any Primary)
21 Ogre #2-5, HD 3-5, Align LE (85%)
22 Hydra (4 heads, 50%; 5 heads 25%, 6 heads 20%, 7+ heads 5%)
23 Satyr
24 Jackalla (2d4, Undead Patrol)
25 Otyugh
26 Card Soldiers
27 Goblins
28 Doscilli
29 Vined Soldier
30 Holy Site (80% Obelisk, 20% Church, Any non-evil)
31 Wood Statue (25% Wood Golem)
32 Ood
33 Pool (10-20 ft radius, 100 ft depth)
34 Giant Snake ???
35 Clockwork (1d6 Fighter 2-4th level; Align LN)
36 Dianoga
39 Dire crocodile 1d3
40 Merchant Traders ( # 5-20, Any Primary Race, 25% N, LN, NG, LE)
41 Chund
42 Assassin Vine
43 Synast with 2-5 Servants
44 Shambling Mound
45 Green Gargoyle (85% appear as vegetation when not moving & 30 ft away)
46 Razorvine
47 Piercer (10d10), over a 30 - 100 square ft radius
48 Swarm (Bat, Rat, Leech, Stirge)
49 Bugbear
50 Faeire Stone or Flower Circle (Nymph, Pixie,Grig)
51 Skin Devils
52 Troll (2d5)
53 Little Piggies
54 Chuul
55 Lizardith, Savage #2-9, HD 2 or 3, Align LE (85%)
56 Wrapping Deaths (Psi-Cloakers) 2d5
57 Giff (2d5, HD 3+, LN)
58 Girallon
59 Boggards 2d6
60 Lepers or Refugee Camp (20-70, HD 1-2, N)
61 Necrites - Undead Humanoids, 2d6, Patrolling, LN, LE, NG) ??? ??
62 Primal
63 Spectator (see below)
64 Jawatha
67 Large Hanging Web-Coccoon
68 Tame
69 Sinking bog hole (DC 13)
70 Patrol Camp Site (# 11-30, Level 1-3, Any Race)
71 Tennianos
72 Jungle Elf (2d4 , Level 2-5, NG)
73 Gammorec (2d4 , Level 2-5, NE)
74 Nyssian Imp
75 Shal
76 Owlbear
77 Sharavan
78 Escaped slaves (#2d8, Roll Below, N, )
79 Dire crocodile 1d3
80 Slaver Camp (# 11-30, Level 2-3, Any Race)
81 Ferrasil (Green Minotaurs, N, #2-8, HD 3+)
82 Psider
83 Vottinna
85 Green slime
86 Green Hag CR 5, NE
87 Lamia
88 Hag
89 Manticore (1d2)
90 Large Bridge
91 Spirit naga
92 Callanna
93 Undead, Carcass #2d6, NE, HD 1-3
94 Black pudding 2d4
95 Lillend
96 Prickett
97 Coatl
98 Sylph or Dryad
99 Ravok
00 Ogre-mage
Typical Slave Races: Goblin, Gnoll, Abeill, Tenderfoot, Ogre, Lizardith,
Typical Owners: Human, Ogre, Elf, Lizardith, Gnoll, Minotaurs, Troll, Gammorec
Roll 1d20 on initial primary race roll. If under 12, roll 1d12. If over, roll 1d10 for next roll. Always roll 1d20 on 3rd roll. Primary Races: Not just hunters or raiders, but come together in small communities.
01 Phaetox - Humanoid with flame wings, Can fly, Cannot lie
02-04 Lizardith, Savage - Spears
05 Ferrasil: Green Minotaurs, very large horns, N, # 2d4
06 Lizardith, Civilized - Coral Armor, Weapons of all kinds
07 Elf, Jungle Green-Skinned; #2d4, 2d3 HD, NG; Patrol, Treasure Seekers
08 Ogre #1d4, 3+ HD, LE
09 Ghoran - Sentient Plant Humanoid
10 Changeling- Small fey that can use magic
11 Thorne-Kin
12 Minotaur Bull Headed Humanoid, famous for patrols and hunts
13 Leshy Small, plant humanoids, druidic, wonderful planters
14 Clockwork- Sentient, Free-thinking Machines
15 Jackalla-Jackal Headed Humanoids, Undead Hunters
16 Troll
17 Quillian - Quill throwing Porcupine Humanoids
18 Elf, Jungle***
19 Leaf-Kin Sentient plant humanoid
20 Tenderfoot - Halflings
21 Callanna
22 Gammorec
23 Satyr
24 Giant