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*Dungeons & Dragons
non-combat swamp encounters
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<blockquote data-quote="howandwhy99" data-source="post: 6207104" data-attributes="member: 3192"><p>All of my suggestions are for non-combat encounters. A dragon is potentially a non-combat encounter too, but neither us of can keep your players from attacking one. </p><p></p><p>There was a huge book on swamps about a decade ago. <a href="http://www.dreadmire.com/" target="_blank">Dreadmire by Spellbinder games</a>. That would help you out quite a bit. </p><p></p><p>I understand you now to mean non-creature challenges, which I don't consider "encounters". A lot of that comes down to travel and survival systems in D&D. How do you procure your food? What is there safe to eat? How is the temperature affecting the characters? Is there shelter? The required comfortable place to rest so as not to move up the fatigue track. How could shelter be made? How long do these things take? Fresh water is essential and swamps rarely have any fit for long term consumption by humans. Thick life, animal, insect, and plant, means high chances for disease and even poison being contracted daily. What are these populations? How many are there in the environment? And how many can the environment hold? Movement through the water is going to increase disease and poison checks because of cover and what lives in it. Movement around water decreases overland speed in a straight line. Navigation I already mentioned above and movement on water requires ships. These require portaging and usually longer, more circuitous travel routes. The overland maze here is the water flow, ponds and pools, and thickness of the biomass. They affect navigation, ease of following a "route" like a river, puddle hopping, tree swinging because trees are bunched close enough together / are tall enough. Vines are a plus too, but I suspect your swamps have them. Jungle swamps, forest swamps, and marshlands are significantly different. Jungle territory types have vertical layers to account for. Forests are the standard Okefenokee style swamps, but often aren't as large. Marshlands are lower level challenging territories. They are full of standing water, but blocked by reeds, cattails, lilypads and tend to be shallower. </p><p></p><p>I still go back to thinking you were looking for interactions with higher level creatures. Even if you treat the swamp as a dungeon it is the remains of intelligent creatures which are going to make it more interesting. Flooded and vine-covered ancient citadel-cities. Crashed spaceships where the force fields still mostly keep the water at bay (until the PCs turn it off). The actual trails and territories claimed and patrolled by intelligent swamp dwellers like lizardmen. A tree village made by pirates from the remains of sailing ships now populated by soaring fox-like monsters. Who are these people? How do they live in this environment which enables them to survive? What do they eat? drink? hunt? Where do they lair? mate? raise little ones? Who do they trade with? war with? ignore?</p><p></p><p>Your answers to how the swamp operates n part defines how other creatures survive in it as well as how your players can too.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6207104, member: 3192"] All of my suggestions are for non-combat encounters. A dragon is potentially a non-combat encounter too, but neither us of can keep your players from attacking one. There was a huge book on swamps about a decade ago. [URL="http://www.dreadmire.com/"]Dreadmire by Spellbinder games[/URL]. That would help you out quite a bit. I understand you now to mean non-creature challenges, which I don't consider "encounters". A lot of that comes down to travel and survival systems in D&D. How do you procure your food? What is there safe to eat? How is the temperature affecting the characters? Is there shelter? The required comfortable place to rest so as not to move up the fatigue track. How could shelter be made? How long do these things take? Fresh water is essential and swamps rarely have any fit for long term consumption by humans. Thick life, animal, insect, and plant, means high chances for disease and even poison being contracted daily. What are these populations? How many are there in the environment? And how many can the environment hold? Movement through the water is going to increase disease and poison checks because of cover and what lives in it. Movement around water decreases overland speed in a straight line. Navigation I already mentioned above and movement on water requires ships. These require portaging and usually longer, more circuitous travel routes. The overland maze here is the water flow, ponds and pools, and thickness of the biomass. They affect navigation, ease of following a "route" like a river, puddle hopping, tree swinging because trees are bunched close enough together / are tall enough. Vines are a plus too, but I suspect your swamps have them. Jungle swamps, forest swamps, and marshlands are significantly different. Jungle territory types have vertical layers to account for. Forests are the standard Okefenokee style swamps, but often aren't as large. Marshlands are lower level challenging territories. They are full of standing water, but blocked by reeds, cattails, lilypads and tend to be shallower. I still go back to thinking you were looking for interactions with higher level creatures. Even if you treat the swamp as a dungeon it is the remains of intelligent creatures which are going to make it more interesting. Flooded and vine-covered ancient citadel-cities. Crashed spaceships where the force fields still mostly keep the water at bay (until the PCs turn it off). The actual trails and territories claimed and patrolled by intelligent swamp dwellers like lizardmen. A tree village made by pirates from the remains of sailing ships now populated by soaring fox-like monsters. Who are these people? How do they live in this environment which enables them to survive? What do they eat? drink? hunt? Where do they lair? mate? raise little ones? Who do they trade with? war with? ignore? Your answers to how the swamp operates n part defines how other creatures survive in it as well as how your players can too. [/QUOTE]
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