How to make a swamp a unique environment?

Go to the story hour and look up the Scourge of the Ratmen scarred lands story hour posted by Amaroq. It appears that he has stopped updating it but it had an excellent description of the swamp encounters and the mechanics the DM used seemed to really create the feel of a dangerous and deadly swamp.

As for the other suggestions, I think disease is a good one. Not only is it useful for a paladin to actually get some benefit out of being immune to disease (something that ordinarily comes up as often as a character's ranks in underwater basket weaving or the "usefulness" of the Virtue spell), it's also more consistent and harder to deal with than poison (no Delay Disease spells for instance).
 

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Don't forget that Survival is a primarily useful skill. Allow it to get its full here. Such as getting Fortitude bonuses for taking precautions agianst common ailments/diseases. Make Survival roles to keep from getting lost, or to make up lost time. Also Survival at DC 15 gets the party around natural hazards, such as quicksand.

--EvilE
 

As for monsters, some of them will have slightly different attributes in a swampy environment.

I call it "The Chia Syndrome."

Constructs and Undead- 2 classes of creatures that can be immoble for centuries between actions- would tned to take on a mossy, overgrown appearance, making them virtually invisible. Even when spotted, a creature might not be immediately identifyable- a moss-covered stone golem, for instance, might not be immediately distinguishable from a shambling mound.

Similarly, both classes of creature can lie inert in those indeterminately deep mangrove pools. For example, see the movie "Shock Waves" (aka "Almost Human" and "Death Corps") in which zombie nazis are the evil in question terrorizing a small island.

And just to state the obvious- spells like Entangle and Evard's Black Tentacles are KILLERS in that environment. Flame/Lightning based spells might be less controllable, depending on the amount of swamp gas (methane) in the area.
 

If you can get some sound-effect loops, that'd be great. Frogs chirping, weird watery noises, etc.

We played an adventure in the swamp in which the PCs were on a raft when they were attacked by a black dragon. He was able to upset the raft in order to gain huge advantages; the PCs were fighting him within 4' of standing water, seriously inconveniencing them.

I'd also recommend using the murkiness of the water to your advantage: native critters can dive under the water and swim almost unseen toward the PCs. Note that standing up is a MEA, whereas falling down isn't; you can use this to represent a creature lunging above water, attacking, and diving back down before the PCs can retaliate. (the critters should suffer a MEA when standing, of course).

Daniel
 

The sound-effect idea is good!

I used a Tycho drum CD by Kodo to set the mood in a story arc in which the PCs were being hunted by...well, that's not important. But the drums DEFINITELY got their adrenaline flowing.

Back on point- there are a lot of natural effects tapes and CDs out there, many of them fairly cheap. Check your local music store for "sound effects" or "soundscapes" or even in the new age section, or check out a store like the Discovery store or the Museum store, etc.

In fact, LaserLight Digital has a series, Echoes of Nature, whose CDs are generally pretty inexpensive. Frog Chorus CD 12 152 and Bayou CD 12 252 seem particularly appropriate. Bayou includes the growls of alligators. Others, Thunderstorm CD 12 151, Rainforest CD 12 251 Jungle Talk CD 12 253 could be used to simiulate other sounds during your sessions.

There are many others in that series and many other series out there.

If you have the technology on hand (or can borrow with ease) get a CD boombox or 2 to supplement your main sound system. That way you can play multiple discs at once to layer the sound. Combine Bayou with Rainstorm, perhaps, or Thunderstorm with Jungle Talk.
 
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Selamat Datang!

Mmm... mangrove swamps, my man, mangrove swamps.

The roots of these trees jut upwards into the water, but can't be seen very easily in bad light, and the foliage around them just makes things worse. They can be very sharp and painful - falling down on them can literally kill you, if you're not careful, and at the very least do a nasty entangle/caltrop/spear effect.

On the plus side, these roots do provide a useful purpose - they can be used as a sort of rough walk-way to navigate areas that are otherwise impassable. for those who can climb and balance on them - it's not that high a DC, around 5 or so for most, but it does mean that PCs who wear heavy armour will be sorta screwed, and the Climb/ Balance rules really slow down and weaken a PC's defence.

In the swamps i used to work near, there're interesting critters inside there - met a few monitor lizards (really smelly buggers, they stink to high heaven! but when they run, their legs go into little barreling wheels of locomotion haha, like a cartoon - it's incredible how quick they are!), a few fat pythons, and lots of birds. There' re a bunch of wild cuckatoos in the swamp, around 13 or so of them, colourful chirping cheerful ones, and they serve to eat up quite a lot of bugs. Also, stork-like herons, with long legs like to walk around and eat frogs and snakes...

Also, make good use of poison rules. there're these fruits lying around here in tropical Southeast Asia that we call "Pong Pong", they grow on trees - they look just like largish green apples. Unfortunately, they happen to be utterly, utterly poisonous. Things like leaves, shoots, curare bark, etc... they can be very, very disturbing to the forager who's more used to forests and temperate climes.

Large funky plants and fungi are cool too. The Rafflesia is a large flower-like fungus that stinks of rotting sweet goo, and there're lots of ferns and vines all around. Some of them have medicinal value, and others are poisonous too.

In the caves of Indonesia, near the swampy areas, people harvest Bird's Nest for herbal poultices. The swallows tend to build their nests from a mixture of their own saliva, twigs, and other stuff in caves near swamps or rivers (because of the insects around i think, that form a good easy source of food). It's real hard work cos their nests are placed right on the top of the cave ceilings, and it's really slippery and dark - so it's kinda like a premium expensive item. It's supposed to have curative and anti-venom qualities, for your poor beleaguered adventurers... In real-life, a bowl of bird's nest soup with other herbs can cost up to 10 bucks or so, for the cheaper versions i think.

Pontianaks and Penaggalans are swamp-dwelling undead that're drawn from Malay folklore - heck, tons of folklore in Malay culture are about swamp-dwelling monsters. Penaggalans are flying heads (usually women with long hair, eek!) and their entrails are dripping out behind them from their neck, they fly around and attack people by biting them and strangling them with their guts. OA 3.0 had a version there that could be appropriate. In folklore, they tend to live in tree hollows..

Pontianaks are female vampires who are created when women die in childbirth. They rage against the men who had killed them, and they are bound to frangipani trees, which have little pretty white, sweet-smelling flowers. Whenever you smell a frangipani blossom, it's usually believed that there's a pontianak around... i've had freaky experiences in my own neighbourhood when i walk in the middle of the night on a tree-less bouldevard, with a totally still night sky and then i smell a waft of frangipani. hahaha! they're the traditional bogeymen here..

Other things that are swamp monsters include leeches - i've heard tales of leeches that drain blood and turn their hosts into zombie thralls under their command. the psionics handbook Puppeteer sorta replicates this. There's also a freaky giant demon that looks like a normal man, except his legs are maybe 2, 3 storeys tall? He walks over you with his legs and you get Plane Shifted to Hell, or so i've heard from the old greybeards hehe.

Hope this was helpful!

Yours,
shao
 

Spears & staves are useful

Water really slows a sword swing - far more than with piercing attacks.

Staves have a real advantage as a third leg or reaching pole.

Light boats are much easier to portage.


The best way I can think of making a swamp unique is to map it more completely. If you are reliable with your land marks, channels. pits, outcrops, etc... they will more grounded. Particular trees & plants can look like things. Players with wilderness survival may have a concealed way of marking a trail. These markings, or land marks, make the swamp much more concrete.

Make sure you know if it is a tidal swamp, saltwarter/freshwater, maybe this swamp has a signature set of vegitation. Maybe a flower blooms only in proximity to particular creature. Try and come up with a short list of medincinal herbs & magical components that the swamp might have.
 

Say for example you have been travelling through a moor for an entire day. It’s starting to creep into winter. All you can see is the slowly moving mist and the white wood of the now dead trees randomly sticking up about the place. The only noise you have heard has been from that of your legs pushing through the knee deep and icy water. If there are animals – they are probably in the process of hibernation. Night time is around the corner. You can’t see the sun – but you can tell by the failing light.

So the question is:

How would you set up camp?
 

Xenophlare, that post was awesome! What a fantastic bunch of flavor--you make me want to go out right now and run a swamp adventure.

Daniel
 


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