Deep in the swamps....

Gilladian

Adventurer
I have just started a new campaign, set in an area which is substantially swamps. Cypress, coastal mangrove, everglade, sawgrass, there are all different areas. Right now the 1st level PCs are venturing in to the cypress forest.

I'm looking for ideas for encounters that a party of 4 first level PCs can survive, that will give them the idea that there are many ruins and many more dangerous things deep in there.

I have already planned out a goblin tribe which stalks them when they enter its territory, and eventually they'll find a huge ruined city, but does anyone know of any adventures available on the net that I can crib, or have any ideas?

The PCs are as follows
Maxima - human female sorceress and cartographer; the leader of the group, spoiled, wealthy and slightly paranoid (because magic is illegal)

Lygea - human female fighter and Maxie's bodyguard. Loyal, stubborn and selfless but not so very bright.

Pliny - halfling druid; determined to prove to Maxima that druidism is a worthy religion, he is showing a decidedly greedy streak.

Heiry (Heironimus) - human male rogue. Son of the (late) guildmaster, he's trying to discover if his father's recent death was accident or murder, and meanwhile cooling his heels in the swamps. Arrogant but cool-headed.
 

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Enworlds resources has a few 'swamp based' adventures created during its 'Encounters' competition - like the one with the Hobgoblin Ranger and his Dire Crocodile Companion - you could use that.

the WOTC site has a profile on an Ettin Bard (I think) who lives in a swamp with some Hags (okay maybe a bit hard)

oozes and Abberations are always good in a swamp too...
 

A sickened or wounded boar (something to reduce it to lower stats) would be just the trick...nasty, and depending on how it was wounded would definately make the party afraid. Picture a boar with a hideous growth that pulsates covering it (for that necromatic fun feel) or one with partially healed claw marks on it. BIG claw marks.

http://www.nps.gov/bicy/exotic.htm has a list of non-native species that thrive in the Florida cypress. www.nps.gov/bicy is the main site, and would probably give you some more ideas if you poked around.

As for ruins...why not have the characters stumble across some odd concrete blocks, perhaps with odd squiggly marks on them? There could be movement beneath one of the blocks; a trapped skeleton still trashing about, chained to the block.

Another good hint of age is to have some fo the local critters carrying some odd coins. A sage could reveal that this particualr coin is several hundred years old and was associated with a vanished culture. For extra fun, have them find it clutched in the skeleton teeth.
 

Worry the players. Illiness and things like snake bites that only makes the PC sick for a day or two.

Animals - Larger 'normal' cats, like bob or puma, gators or crocs, leeches, striges, wil-of-the-wisp, crabs (big but not huge).

Plants - they don't move and once they know what they are looking for no trouble to PCs.
 

Thanks! both of you have some excellent ideas. I think the wounded boar or possibly a wounded cat would be excellent. There's a lumber camp that the animal could have attacked, and been wounded. Now possibly it's prowling around looking for easy food because it is wounded. This will present the druid with a nice moral dilemma; kill a wounded, dangerous animal that is only trying to survive, or heal/save it and gain the enmity of the only nearby helpful humans?

Also the ancient chained skeleton idea is perfect. Consider it borrowed. More ideas are certainly still welcome!

Gilladian
 

Hmm- how about an encounter with some witch-hunter scouts.

The swamps are known to be a hiding place for those "evil" magic users- so they regularly send low level scouts to track down their hideouts, and then report back to their masters.

You could have the party run into a very helpful ranger- who helps them once or twice, trying to decipher their intentions. He eventually leads them to an ambush. Ahh, such betrayel makes a great reocurring villian. He could level as they do and be a regular pain in their sides.

Or another fun idea might be a group of swamp druids that center around slimes and molds- they are your general evil cloaked bad guys. Their intentions are too gather enough material and death to make a bone ooze (MM2)- that will most likely turn the rest of the world into a wasteland.

I also suggest Eden Studios' Wonders Out of Time- it is an anthology of short adventures about a long ruined roman-like civilization. It has some clever ideas in it- and it might be a good source for your ruined city.

Good luck
SD
 

mad wizards

There seems to be a fine tradition of mad and/or reclusive wizards living in swamps. The one from the Lankhmar series, for example. Then there was that mad wizard in the wooden swamp-hut from the convention module with the paladins and the gnolls way back when.

So a wizard of uncertain power and allegience that the other denizens of the swamp leave well alone is always good for some role-playing. Is the wizard mad? Is the wizard powerful? Why do the other swamp dwellers steer clear? Why live in a swamp in the first place?

Reason
 

Sagan,
Wonders out of time is great; I've already used the goblin farm-house (nearly killed them with the ogre) and plan to use most of the rest as time goes by.

I think the witch-hunting ranger is also a great idea; I'm not very good with "recurring" villains so this will be a change for the PCs.

This is going to be fun!

Gilladian
 

I thought I'd go ahead and post what I've written up for this adventure so far. Hopefully it will interest you all.

The PCs leave Whistlewater (a small village on a river, the edge of settled and protected lands) to return to the cypress swamps. They take the road south of the village, as they did before, intending to cut east about 1/2 way along the trail. The trail runs along the bank of a creek. This creek has been artificially deepened and smoothed in many places. It is used as a canal to haul logs up from the swamp. Note that because of this, the bank here is very clear and steep, preventing any snags for the guide ropes. On afternoon of their first day, they are met on the trail by an ox caravan, hauling logs. There are six oxen each with a driver and a load of logs being pulled up the canal.
They are accompanied by a small supply wagon with a driver, a guard and carrying a passenger: a woodsman with a badly mauled and infected arm. He has slashes down to the bone in the upper arm, and puncture wounds in his shoulder and face. He is dying. The injuries happened four days ago, the day before they left camp. The injured man is too sick to talk, but the others say that he was attacked by a giant wild cat on his way to the privy at night. The beast was driven off, but there was no one at camp who could heal his wounds. The drivers fear that the beast has returned since they left; they have been commissioned to find a huntsman to track it and deal with it permanently.
Goodberries will give the man back most of his HP, but cannot cure the infection. He needs a cure disease spell for that, or the constant care of a skilled healer for several weeks. His name is Marius.

Upon reaching the camp the next day, if the PCs choose to go there, they find the camp in an uproar; four days ago, the day after the first man was mauled, the camp’s slave boy was stolen away; everyone assumes it was the cat. The next day, huge paw-prints were found in the mud beside the bath-house. The men hunted the beast that night, and caught sight of it. They attacked with spears and arrows. No one saw how badly it was hit in the dark, but blood was found on the ground nearby. Since then, each night the creature has been heard howling and prowling. The men are beginning to say it is a “ghost cat” and are afraid to stir from their cabins at night.

The Logging Camp: on the edge of the Cypress swamps, at then end of the road from Whistlewater, a small logging operation is located. They cut 3-5 trees per week, trimming them of their heaviest limbs, cutting them into manageable sizes, and then dragging them north to the sawmill in Whistlewater once or twice a month. (Not e that the distance is about 50 miles, or 2 days travel by horse or foot. Oxen are used to pull the logs, and thus the journey takes closer to 5 days.)

The camp consists of an open air shed about 15’ by 40’ where the work is done, 3 cabins that can sleep up to 12 men each, a cabin where the 2 foremen and the manager have their offices and living quarters, a cookhouse and dining pavillion, and a bath-house and outhouse. There is also a large pen for the oxen, and a half-stable to shelter them. A shed houses grain, harnesses and yokes. A second shed nearby holds all the equipment, including saws, axes, ropes, chains, stakes, poles, hatchets, knives, etc...

NPCs:
Manager: Remus Batietes:
L4 Expert (Wood cutter)
an excellent manager, he runs the camp fairly but strictly. He is liked by most of the men, although Diocles hates him for breaking up his attempt to run a still in the swamp last summer.

Foremen: Sextus and Septus Troplito
L2 commoners
Twin brothers, these men are an excellent working pair. Septus can be cruel at times, but Sextus reigns him in when needed. The men respect but do not like either brother very much. Because twinship is often taken as a sign of “magic” the brothers are suspicious of strangers from Miran; they left ahead of a lynch mob five years ago.

Loggers: Marius, Virgil, Giton, Diocles, Marcus, Antony, Hercules, Flavius (and others)
L1 commoners
These common men are hard-working, hard-drinking (when they go to whistlewater), rough, crude, generally good-natured men.

Slaves: there are three remaining slaves in camp; they do the cooking, the water-hauling and other non-logging related jobs around camp. They are all male, ranging in age from 14 to 29. They are called Rufus (age 14 gawky and sullen; the missing boy was his friend), Claudus (he limps and is thus called “the lame”, age 21 quiet but friendly) and Cibor (the one who cooks, age 29, rude if he can get away with it, otherwise sniveling)

All the men in the camp are a bit worried, fearful of going out at night, getting steadily more nervous by the night as they continue to hear the cat howl and prowl.
What is going on:
The badly wounded cat is female, nursing a litter of three kits in a nearby cypress tree. She has found a hollow between two trees where the roots form a sort of basket about 3’ above the ground. Here she can curl up with the kittens, who are about 2 weeks old and have just opened their eyes. She had a fourth kit, which the first man she attacked had found and stolen from her lair. It has since died and been buried in the refuse pit. Any of the men will know of it if the PCs think to ask (DC 10 Gather Info check).

However, the mother was wounded 3 days ago and is wild with pain and fury. She continues to haunt the camp because she can smell the meat that the men eat, and also can smell traces of her missing kitten.She is infected and dying also. She will be dead in 3 days, the kits the day after. In her condition, killing her is possibly the best result, unless Pliny wants to cast animal friendship on her and then spend a week tending her (heal check DC 20 on first day, DC 15 each of next 3 days, then DC 10 for 3 more days to keep her alive). Her nursing condition is obvious to anyone, as her nipples are extended and full.

The three kits are wild, and will remain that way unless magic is used, or unless Pliny spends at least a month training and bonding with them.

Mother Cat (slightly modified leopard)
Size M (4’ long)
HD 3d8+6 (19) but wounded has only 5 left
Init +4
Speed 40’ climb 20’
AC 15 (+4 dex, +1 natural)
Attacks: Bite +6 melee, 2 claws +1 melee
Damage: bite 1d6+3, claws 1d3+1 each
Face/Reach: 5x5/5’
Special Attacks: Pounce
Special Qualities: Scent
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +12, Climb +11, Hide +9, Listen +6, Move Silently +9, Spot +6
Feats: Weapon Finesse (bite, claw)
 

Very good ideas so far. Here's my suggestion: Have an encounter with a lone lizardman named Lars. He was raised in human society, and has been doing some research, attempting to find his father's homeland which is in the swamp. He has with him a map that will lead him to it. If they kill him and find the map they may think they are on a "treasure hunt". In reality, it will only lead them to a hut-style shack that a group of swamp wolves have taken over as their lair.

The more interesting encounter will be if they befriend the guy.
He will seek their assistance in finding his father's lost home. Unlike most lizardmen, he absolutely HATES this place, being bothered by the humidity, bugs and general smell of the place. When I said he was raised in human 'society' I really meant society, being the adopted son of a rich baron. He will complain about wanting to get home, and make references to seeing "Mummsy" again. He will long for the pleasures of the rich, including having servants wait on him, eating the finest food, and playing an occassional game of cricket. I'd give this guy either a British nobleman, Bostonian, or "Thurston Howell III" accent. He might also make for a good long-term NPC for the group rather than just a one-night encounter.
 
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