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Help With Swamp Encounters [My players please stay out]
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<blockquote data-quote="Gideon" data-source="post: 1567189" data-attributes="member: 2813"><p>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)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>If using 3.5, swarms are a must. Not as dangerous as somethings. But annoying for vision.</p><p></p><p>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.</p><p></p><p>Will-o-wisps could be intersting for danger without combat. Lurring the party into environmental hazards.</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p>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.</p><p></p><p>Hope that was both sensible and helpful.</p></blockquote><p></p>
[QUOTE="Gideon, post: 1567189, member: 2813"] 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. [/QUOTE]
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