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non-combat swamp encounters


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There are lots of creatures who live in swamps. I take Encounter to mean wandering monster or creature in their lair? Environmental challenges, tricks, traps, and such are usually treated differently. Navigating in a swamp is a trial in and of itself. Add in constant portaging, insects, fetid water, hot temperatures - and those are best case scenarios - and you get a difficult journey for your players to deal with. Swamps are not low level territories.

For creatures think about: Swamp nixies, swamp nymphs, water weirds, catoblepas, lizardfolk, swamp kaolinth (aquatic hobgoblins), swamp Kopoacinth (aquatic gargoyles - flippers, not wings), water nagas, giant otters (I *think* are intelligent), and pirates.

All of those you might have much longer discussions with than with your typical boa constrictor or giant dragonfly. But they might result in combat too...
 



I take Encounter to mean wandering monster or creature in their lair? Environmental challenges, tricks, traps, and such are usually treated differently. Navigating in a swamp is a trial in and of itself. Add in constant portaging, insects, fetid water, hot temperatures - and those are best case scenarios - and you get a difficult journey for your players to deal with. Swamps are not low level territories.

For creatures think about: Swamp nixies, swamp nymphs, water weirds, catoblepas, lizardfolk, swamp kaolinth (aquatic hobgoblins), swamp Kopoacinth (aquatic gargoyles - flippers, not wings), water nagas, giant otters (I *think* are intelligent), and pirates.

Again, I have plenty of creature (combat) encounters. I am looking for those other encounters that simply make it tough, but also may serendipitously rewarding or enjoyable. The wandering monsters around not very rewarding treasure-wise. However, the bigger encounters will more than make up for it. Either way, if the swamp is simply fight after fight, the journey will feel tedious IMO rather than adventurous.
 


Sure, he's a crazy goblin psion who uses telekinesis to pull the PCs ship from the swamp it sunk into. Once the ship is out and drained, they can patch a whole and go on to rescue a couple friendly NPCs who may or may not be bait.

At which point the DM reveals to the party paladin that the BBEG is his father.
 


When the ghost of his mentor shows up to offer advice, is the paladin required to turn him?

Only if the ghost is hostile. Attacking a non-evil ghost would violate the paladin's code and turn him to the dark side. Besides, when the ghost pulls the whole "point of view" crap out of his ass, the paladin will be confused for a couple rounds anyway. Hard to turn the ghost then.
 

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