Help With Swamp Encounters [My players please stay out]

Gregor

First Post
You know the drill kids. If you're in my game, please dont ruin it for yourselves! :)





Hey Enworlders,

I thought I would fish for some ideas regarding swamp encounters. My players are now 7th level and they will have to go on a mission deep into a swamp. We are playing in the FR (taking a break from Midnight) and as expected, the party members pack a serious punch! Here is a breakdown of the party:

Dwarven Fighter 7 (War axe wielding maniac)
Wood Elf Ranger 7 (basically a machine gun)
Human Wizard 7
Human Rogue 7
Aasimar Bard 6
Human Fighter 3 / Cleric 4

Alright here is a general breakdown of my current ideas for the adventure thus far (explained in another post):

Essentially, the PCs are called by an old friend (basically an aristocrat) who resides in another kingdom to come to his nation's aid. A nearby swamp, which is quite typical as far as swamps go has been progressively growing in size over the year. The temperatures have been rising in the area, it rains almost every day, big storms break out etc. The swamp waters have spread out and risen around the surrounding farmlands, flooding crops and houses / barns, causing mass displacement of refugees, disrupting trade and wrecking roads. Moreover, the local Lizardfolk tribes (who usually keep to themselves) have begun to rally together and are striking out at nearby towns and farms, taking slaves, stealing livestock and weapons etc. With the swamps continuing to spread, the temperature disrupting the countryside and Lizardfolk making war - the kingdom is in dire need of adventurers.

What the PCs dont know is that a large number of Lizardmen Druids are responsible for the continuous rains and alterations in the weather. They have located an ancient Yuan-Ti temple in the swamps and have begun to excavate it. The structure is mostly sunken beneath the waters and the Lizardmen have found something deep in its lower chambers that have caused them to start working together. Perhaps they believe a prophecy is coming to pass, perhaps they found a black dragon in deep slumber who arose and assumed leadership of the tribes ... who knows.

To make matters worse, not only are the tribes working together, but they have become interested in acquiring metal armor and weapons. Something or someone is actively instructing the Lizardfolk on how to utilize metal martial weapons, bows etc. Arms - Trade caravans have been going missing in surrounding areas and survivors reported metal clad Lizard folk stealing their goods. Who or what is reponsible for this change in their attitude?

Eventually I want the PCs to have to stumble through the swamps which are misty, extremely warm, covered in thigh-high murky waters etc. Tipping trees and deep bogs, hungry snakes, rampaging boars and other typical swamp things. I want them to finally, after trying to find their way around, make it to this sunken temple and then delve into its ancient and moldy depths to root out the cause of the Lizardfolk uprising. However, in the swamps, I want some unique encounters both to challenge my players and give them a sense of being in an extremely uncomfortable, waterlogged and dangerous environment.

Thus far I have Lizardfolk Rangers hiding in the trees and raining arrows down upon them as they trudge slowly through the waters. I have Lizardfolk Fighters riding Giant Crocodiles (which have been bred in the new temperatures), Lizardfolk Commando Rogues who skulk around the Party, using hit and run tactics.

What else could they encounter? What have you used in swamps before? What encounters would help me maintain my theme? Im open for all and any suggestion!

My immense thanks in advance,
 

log in or register to remove this ad

Ah swamps! My favorite swamp encounter runs something like this:


The pary is travelling through the dank, musty, darke (etc.) swamp. They are currently slogging through a couple feet of murky water. Suddenly, it gets very quiet. They feel a current around their legs, as if something was down there. All of a sudden - SCHLOOP! - someone is pulled under. Then, another person falls shouting "ahhh!!! somethings got my leg". Everyone begins thrashing around in pure chaos. People keep feeling things moving around them. Some PC's are trying to save the guy pulled under. Others are trying to free the other guy's caught leg. Tentacles keep pulling at people - and the whole party becomes mortally afraid of water.

How can you accomplish this? Well, snakes (ie. boa's) can work but I prefer to use:
THE Tendericulos
With its improved grab and swallow abilities it is perfect for this kind of ambush. Plus, it can easily survive underwater. The environment should raise the challenge of this encounter as PC's won't really be able to see it (at first) and it's hard to attack at thinigs underwater. At first they may only get a few tentacles, at which point it will probably wait to regenrate a little, while still harrying them with whatever tentacles it has left. For added danger you can just advance it a couple hit dice as per the MM. You can say its grown really big in its long years in the swamp.
 

My campaign is also based near a swamp and includes the increasing of the swamp size (in my campaign the Yuan-ti are performing mystic rites and rituals to basically flood out the human city)

Use the Lizardmen's swim ability and the fact that they can wear lighter armor to their advantage. Bull Rush charachters into sink holes or into deep water where the lizardmen have the greatest advantage.

Yuan-ti can polymorph into snakes...The party would be mighty surprised when a couple of very small snakes slither into camp and then get mighty big.

If using 3.5, swarms are a must. Not as dangerous as somethings. But annoying for vision.

Hags, Hags, and Hags. 3 of them make a covey. Could be reappearing to prophesy like the three witches in macbeth. I think using them for straight combat wouldn't be as much fun as using their illusion spells to really mess with the party.

Will-o-wisps could be intersting for danger without combat. Lurring the party into environmental hazards.

There is also lots of foliage some of which would be poisenous or carniverous. A partially submerged shambling mound or assasin vines could be a nice change of pace.

You also might encounter some things that don't want the temperature rise. Like maybe the hags like it cooler and they are trying to move against the Lizardmen somehow. Using the party as tools?

Overall, if you want to avoid just combat problems use the terrain. Slippery spots, deep water, sink holes are all dangerous. Make the heat and wet a problem with armor. Wearing platemail in a swamp will make you move more slowly then a snail. Not everything is a sword, use some trickery to keep the place unique and strange. Mention the sounds being dampened by thick mist, the feeling of wetness on their face.

Hope that was both sensible and helpful.
 

I'd like to inform you to prepare yourself for an experience that might be... disappointing. I have experienced it myself in my early DMming years. Swamp encounters and any enviromental encounters on this level and especially the higher level it gets...

Wizards.

And you have just 1, I am graced most of the time by the presence of like 4 of the buggers in my game.

Fly is definately on your list of spells to ruin your tactics and plans. An invisible flying wizard on some reconnaissance flight might spoil ALOT of your ambushes plans and other stuff. A party who is aware of the dangers ahead, skips most ambushes and then takes to the air (all of them) and rain down death from above or just airially invade your temple might spoil it for you.

But remember that you (potentially) have some intelligent NPC's, maybe even a couple of high level psions or wizards who will very much be aware of this possible threat. Especially when concerned with nasty interloping adventurers. So when you have some intelligent NPC's they should be thinking of this kind of a threat and prepare accordingly.

Always remember what a wizard can literally pull out of his hat and spoil some of your plans. Players inventiveness is nice and very encouragable and shouldn't be spoiled or prevented just to have your plans work since cleverness should be rewarded. But they shouldn't always be saves by some weird wizard spell that might undo an entire encounter most of the time. It gets boring and tedious.

Don't ever start with this stuff when they gain access to scry and teleport in a few levels.

I suggest you prepare against this and possible even use it against them.

Btw this sounds like a great mini campaign if the swamp is really big and in that case as suggested here before should definately have some recurring villains. Possibly this could lead somewhere interesting with a new adventure as a followup adventure due to someone escaping (possibly with something or someone...) or ends left open or mysteries unsolved.

Or some gate to some layer of the abyss or such lies at the bottom of the temple and from beyond that gate the lizardmen are directed and instructed by some other evil nameless entity from beyond the astral and the planes beyond! So possibly a way to get your party into the planes, maybe having them to cause the portal to collapse to save the "world" or nation and have them trapped on the other side, forced to find a way home. Guide them through the plane, get into sigil and from there things could get really interesting :D.

Ok.... ok... talking to much, have fun sounds like a great game :)
 
Last edited:

1. Its hard to sleep in 2 feet of water. If everywhere they go they have to wade, it will be hard to rest. Just finding a patch of area to camp in could take several hours and lead them far out of their way. Plus, it is physically draining to wade in knee deep water for hours on end. Jack up the fatigue and exhaustion.
2. Diseases and poisons abound in a swamp, especially when the water has spread out and contributed to an increase in mosquitoes and other insects. Cholera, malaria, and other nasty diseases should be encountered at least once. (Might I suggest Nature's Wrath for rules regarding such things, if you don't have rules for them already ;) ).
4. Getting lost. Freshen up on that section in the DMG. Make sure it happens.
5. Being constantly in 2 feet of water will cause their boots to rot and their flesh to become irritated (perhaps a rash or other nasty condition)
6. Brush up on the rules for fighting in water. Make sure they feel the pain....
 

Swamps, you got your hags, your lizardmen, your natural foes!

What, you don't have them! Corcs, snakes, and turtles. Snapping turtles, big ones that will grab your foot and not let go (foot may even come away missing some toes). Swarms, damn bugs will eat you alive and live you sick. Fresh water, water is all around you but if you drink it, things are going to come out of your body!

Quicksand - not that much of a problem I know but a wonderful place to take away items from players.

Undead and water, they try to drag you under, grapple attack and then how long can the players hold their breath...do they swim.

Plants - assassian vines.

Eels and in electric eel, want kill you but could stun you.
 
Last edited:


What do you get when tou cross an Archer fish, a Piranha and magic - a freaking archer piranha fish - swam attack combo missle attack to draw blood and weaken prey. mmmmmmmm.
 

nothing says swamp and druids like a plant monster


Shambling mounds are great.

in the FR they have trees that are nasty too. one in the Monsters of Faerun comes to mind i just can't remember the name.
 


Remove ads

Top