Marsh Bullets

The witch-doctors of the people who dwell on the edges of the Great Marsh seek out the nests of the Turga Leech as the spring thaw draws close. There, they harvest the leeches, which have spent winter curled up in deep hibernation, and hurry back to their lodges. Right after severing the tail of the still sleeping leech, they sing their odd magic and the leech turns into stone, remaining in that state “until it flies as fast as the swallow in the thaw”.

These curled up and petrified leeches are known as Marsh Bullets in the surrounding lands, and the few traders who find their way out of the bogland sell them at exorbitant rates.


Marsh Bullets may be thrown, but are far more effective if used as sling bullets. If thrown, they have only a 50 % chance of activating, and will otherwise remain dormant. Once activated, the bullet turns into a live, ravenously hungry leech in mid-air, covered in a sticky mucus and with teeth sharp enough to cut into metal. On a hit, D4 damage will be caused and the leech will stick to the target, causing an additional D4 damage each round due to blood loss. Since the tail end of the leech has been cut, it will never be sated, and the blood drained from the victim will spray the surrounding area. The leech lives for about a turn, after which the shock from having been petrified and the loss of its tail kills it.

Removing a leech requires a full-round action, and causes 2D4 points of damage on that round as the fangs are torn from the flesh. Healing magic can be used to remove a leech; a healing spell or potion will seal the wound where the leech is lodged and expel it, causing it to drop to the ground and die. Also, any spell or effect that instantly slays the creature will work. Extreme heat or cold can also be used, but this will usually deal damage to the leech’s victim (removing one with a torch, for example, causes D6 damage).

If the Marsh Bullets are ever targeted with a Dispel Magic, or the enchantment on them is otherwise broken, then they will awaken ravenous and attempt to feed on whomever is carrying them; the exact effect of this is left up to the GM, but an easy way of handling the situation is to require a save vs Paralyzation in order to safely get rid of them before they “dig in”…

Horn of the Five Winds

This old, filthy battle-horn appears to have been to hell and back (perhaps it has?). It is made from the curled horn from some sort of ram, but this is hard to detect beneath all the brine and soot it is normally covered with. Cleaning the horn is certainly possible, but it has an uncanny ability to once again get filthy and appear worn.

Anyone can blow this horn, and the effects can be devastating both for the one using it and others in the vicinity. Each time the horn is blown, roll a D6. It is prudent if the person blowing the horn specifies what direction he/she is pointing it before rolling this die.


1. Wind of the Northern Mountain

A blast of deadly cold air escapes the horn, accompanied by an angry howling sound. The  blast of searing cold is projected in a 30×30′ cone from the bell (front) of the horn, causing 3D10 cold damage (save vs Magical Device for half).

2. Wind of the Easter Steppe

The autumn storms of the East are legend, and the horn emits this gale full-force in a cone 60′ long and 30′ wide at its end. Creatures of ogre-size or smaller caught in this wind are thrown 1D6x10′ away from the horn-blower; should they strike a solid surface along this path, they will suffer D6 points of damage for each 10′ of distance remaining. Tiny creatures, such as birds, will be flung twice as far and will suffer 2D6 additional damage from the raw force of the wind.

3. Wind of the Western Water

Sea-air and cold brine spurts forth, spraying everything in a 50×50′ cone projected from the bell of the horn. Those caught in the cone will be soaked (and possibly miserable), and minor fires (such as torches) will be put out.

4. Wind of the Southern Desert

A blast of super-heated air filled with sand streams from the horn in a cone 60′ long and 20′ wide at its end. Creatures caught in this suffer 2D8 points of damage from the heat, and an additional 2D8 points of damage from the blasting sand (save vs Magical Device for half).

5. Wind from the Void

As the horn emits a hideous, disharmonic note it rends reality, and a wind from the blackest abyss spews forth, and riding upon it comes something best left unnamed. Make a roll on the Summon spell table (LotFP Rules & Magic p 142) for a creature with 2D4 Hit Dice. This creature will be uncontrolled and will attack all living things in its vicinity for 2D10 rounds before returning to its own reality, unless the roll for this duration is 20; in this case, it will remain indefinitely in this world, and will feel a permanent and consuming hatred for the individual who blew the horn.

6. The Last Breath

As the horn is blown, the last air is sucked from the lungs of the horn-blower as it attempts to rend out his/her soul. A save vs Poison/Death must be made; if successful, the horn-blower manages to remove the horn from his/her lips and nothing happens. Otherwise, a horrible keening escapes the horn as the blower dies. All creatures able to hear this keening must save vs Magical Device or be Stunned for D6 rounds. Any creatures eligible for Morale checks should also be forced to make one at -2 after hearing the sound.

Needless to say, the horn has changed hands many times throughout history, and is often found clasped in the mummified or skeletal hands of its former owner…