Swamp encounter ideas


Advice


Fishing for some fun ideas for some Swampy encounters.

My players are going to be nearing the swamp and probably be entering it for a couple of quests. I have some ideas already in mind, but what I'm asking the Paizo forum guys/gals for are some more ideas to bring life to the swamp.
I'm thinking about doing a hex-crawl. I would appreciate some fun ideas for individual hex locales, encounters, quest hooks, adventure ideas, etc.

Fire away!


What level? Any interesting background hooks we need to know about?
What classes? You focus on combat or roleplaying?
Some info would be nice :)


A black dragon.
Something I like to do is have the black dragon have an injured wing and attack from under water.


Black Dragons are always good in swamps.

Just how crazy do you want us to get?
What kind of swamp is it?

Grand Lodge

Lizardfolk, Giant Toads, Crocodiles, Alligators, Green Hags, Marsh Giants, Assassin Vines, Kelpies, Boggards, and Black Dragons to name a few.


bigrig you're right, I should have elaborated a bit.

Party is lvl 5. A gnome sorceress, a dwarf fighter, a halfelf witch (new character, I think I want her to come FROM this swamp), and a human Cleric of Sarenrae.

The swamp was created by a demon-tinged hag of immense power, on the site of a destroyed prison. The prison was built as a joint effort to seal a peace treaty, its walls were filled with war prisoners of evil mountain dwarfs, The Frostfang Clan. The prison was destroyed during a war where the Frostfangs allied themselves with gated demons, they fought against an alliance of goodly mountain dwarves, hill dwarfs, and some human factions. The taint left behind after the demonic onslaught (with the broken prison at its center) attracted the Hag.
My idea was that this Hag was dying, and she decided to turn this unholy site into a great bog where her legacy would be felt for centuries to come. I see this swamp as a den for hag folk, some witch covens (not all necessarily evil), carnivorous plants, etc.

As an aside, there is a thriving trade town on the outskirts of this swamp. It is a trading post in the foothills of the Frostfang mountains where a clan of dwarves brings their wares to market, and are distributed from this town to the nearby cities.


With your story, I would be comfortable throwing appropriate CR demons, left-overs from the Frostfangs summoning demons, and the summoners dying in the escape attempt.


I'm not so much looking for what type of baddies to populate the swamp with.
I'm hoping for some creative sites for the players to happen upon, or compelling encounters based on more than "you happen upon a tribe of lizardfolk."
I'm thinking that some form of restless undead dwarves still hungry for revenge from their centuries-old war might be neat, just grasping for a memorable way to toss them into the mix.

I appreciate any of you who take the time to give it some thought!


Rapthorn2ndform wrote:

A black dragon.

Something I like to do is have the black dragon have an injured wing and attack from under water.

Keeping him/her earthbound, that's kind of a neat idea.

Liberty's Edge

Take a look at Lizardfolk of the Dragon Fang from Raging Swan Press - it's absolutely loaded with lizardfolk and swampy goodness!!!

There's even a black dragon connection :)

Grand Lodge

What about a coven of Changelings?

Worshiping the dead Hag as a goddess, and claiming to be her daughters.

You can create a number of them with levels in different classes.

Maybe even an evil Changling Druid leads them.

This would also provide them with numerous animal, or vermin, minions.

They may even intend to raise the Hag, perhaps through Reincarnation.


Zedth wrote:
Rapthorn2ndform wrote:

A black dragon.

Something I like to do is have the black dragon have an injured wing and attack from under water.
Keeping him/her earthbound, that's kind of a neat idea.

I ran this encounter for my players at one point with a young black dragon (I had reduced the cr by 1 for it not being able to fly). It would bite, then full withdraw to under the water and move around to hit them from behind. Another fun tactic was grabbing the mage and pulling it underwater so it couldn't cast. Once it was reduced to about half, it retreated to it's underwater lair. It took a few days for my PCs to find the lair and confront it again. My players still say it was one of their most memorable encounters.

Grand Lodge

Maybe even give a few of the Changelings a Fiendish, or Half-Fiend template, to further this tie to this Demon Hag.


nice ideas!
getting my creative juices boiling now, thinking on how to build off of those ideas.


Just off the top of my head:

The PC inadvertently trespass in a somewhat paranoid swamp dryad's territory. The usual tendency for dryads to lay traps and keep charmed allies around their areas could be massaged into something more appropriate to a dryad living in a swampy area--maybe some pet crocodiles, a viper vine, or a few charmed bogwiggles, depending on the desired CR. The dryad is . . . a bit mucky and mental compared to the usual woodland sort, but still inclined to enlist passersby to deal with problems the dryad cannot solve.

The dryad wants to enlist the PCs to find the source of a "blight" corrupting her domain. The blight turns out to be a minor artifact that slowly temperatizes an area, encouraging lush grass and flowers to grow around it, slowly turning the surrounding area into a beautiful temperate forest--which, of course, corrupts the natural swamp in the area. Maybe the artifact was in the hands of a passing adventurer or cleric who met his end at the hands of a local apex predator (perhaps a froghemoth?), and the artifact was accidentally buried with its scat--and, of course, the artifact's activation method is to bury it in the area to be improved.

The localized terraforming has drawn fey, animals, and other creatures to the area, many of whom have nowhere else to go if the artifact is deactivated. It could provide some interesting dilemmas for the players apart from mere combat--they could side with the dryad or the newcomers, or Take a Third Option that satisfies both sides (or neither).

Needs some fleshing out, but if it isn't useful then maybe it'll trigger some other ideas. Have fun!

Grand Lodge

Maybe the main Changeling has a captive Wyrmling, or Very Young Black Dragon, perhaps as a sacrifice, or as a vessel for reincarnation.


blackbloodtroll wrote:

What about a coven of Changelings?

oh this is a fun idea. I can talk to my player about changing her Witch character's race from half elf to changeling. That would kill a few birds with one stone.

-it would give her a reason to be drawn to the swamp (the spiritual voices in her head, per the SRD)
-it would give her a reason to have mysterious powers and be drawn to witchcraft
-it could present a nice challenging encounter if she returns to the swamp where he mother-hag awaits her with the intention of changing her into a hag. Cue party combat!

pure awesomeness!


How about some Grippli arches firing from the tree tops in the swamp with tanglefoot arrows?


blahpers wrote:

Just off the top of my head:

The PC inadvertently trespass in a somewhat paranoid swamp dryad's territory. *snipped*
The dryad wants to enlist the PCs to find the source of a "blight" corrupting her domain. The blight turns out to be a minor artifact that slowly temperatizes an area, encouraging lush grass and flowers to grow around it, slowly turning the surrounding area into a beautiful temperate forest *snipped*

love it!

Grand Lodge

Zedth wrote:


oh this is a fun idea. I can talk to my player about changing her Witch character's race from half elf to changeling. That would kill a few birds with one stone.
-it would give her a reason to be drawn to the swamp (the spiritual voices in her head, per the SRD)
-it would give her a reason to have mysterious powers and be drawn to witchcraft
-it could present a nice challenging encounter if she returns to the swamp where he mother-hag awaits her with the intention of changing her into a hag. Cue party combat!

pure awesomeness!

Find the full race write-up here.

Grand Lodge

Hmm.

A Changeling Sorcerer with the Accursed Bloodline may be more fitting.

Lunar or Nature Oracle works too.


she's got her heart set on witch, so I'm ok with it. Also this will be my first time GMing with any APG classes in play, so I'm looking forward to seeing how the witch plays in the group dynamic.


I'd suggest something with a half-buried dolmen circle (think stone henge).


Darigaaz the Igniter wrote:
I'd suggest something with a half-buried dolmen circle (think stone henge).

Just looked up the term Dolmen, I'm amazed at how many people of so many places of the ancient world were able to create these structures. It is remarkable how much weight these ancient people were able to lift!

Ok I dig the idea of throwing a Dolmen circle in my swamp. I'm trying to validate its existence.
Maybe they're placed at an intersection of ley lines to amplify ritual magic strength. But who?? :) Who left behind these enigmatic stone circles? My imagination has been sparked. Thank you all for your responses.

I think I have enough to work with, however I would love to hear more! Keep em coming!


shameless BUMP for more ideas

Grand Lodge

I meant to replace the evil druid.

Not the Witch PC.


Adventure Path Charter Subscriber

How bout some time with the fish?

A pack, school or templates could be fun!

edit:My first successful link, Hooray!


how about a half-black dragon moss troll has taken over some ruins-only he isnt a bad guy. He just wants to be left alone except there are some panicked humanoids that live nearby and want him exterminated. he can become an unlikely ally for the pc's if they dont go in and kill guy


How about some creativity?
Instead of the usual lizardfolk and black dragons you always throw at players how about some more creative creatures such as Nuckelavee, Alraune, Kelpie, Kappa, Grodair, Giant Snapping Turtle, Mudlord, Will o Wisp, Alpluachra and maybe some evil Bodythief plant for desert?

When they fall in the water they could be attacked by Lukwata, Mega Piranha Swarms, Ahuizotl and Giant Gar.

Some swamp-based Draugr, Brine Dragon and Sea Hag would be fun too, they wouldn't expect those creatures in swamp waters.

Some Hezrou Demon, Fungoid Template infested Lizardfolk and other fungus horrors and Swamp-Based Leshy could also work.

And then you have Boggards with their Bogwiggle, slurk, giant frog and Bogwid minions ruled by a Mobogo frog god/dragon.


Hidden by a rocky outcrop, a swamp church.
The rocks and shrubs conceal it from sight in till the players simply happen upon it.
Inside lives an elderly tiefling. A remnant from the churches stormy demon-laden past.
Now the old man is content to live his remaining life among his memories. He is wary and unfriendly, and would be unafraid to call upon his cleric like powers to fight off aggressive players, he won't be killed easily and if driven out he'll return with demonic allies in force.
If the players don't provoke him his church becomes a safe (if a bit creepy) haven to rest, but it must be first cleared of good-phobic haunts (the thieving regards the haunts as friends, but he doesn't mind if the spirits are put to rest.

If the players build a cooperative relationship with the old guy and snoop around they might realise that his reason for staying in the swamp is that he is not as alone as he seems. A corrupt swamp nymph makes her home in a reef filled lake hardly a minutes distance, the nymph and tiefling have a love - hate - sex relationship. The nymph is unapproachable in her poisoned swamp but might be seen swimming in the gaseous water. Attempts to approach are invariably met with her retreating into a hiding place, anyone who goes after her should emerge alive but nor unscathed. The lake is visible from the churches tiny decorative spire.

You could leave the nymph as a prop or further integrate her. But if the players end they r stay on a friendly note with the tiefling he might request them to carry a message to his half fey son in the next city.

Idea 2:
Strolling along in the swamp the players stray near an area of unusual silence and tranquility. It envelopes them as they move and if they continue moving it will eventually disappear behind them. This is an obvious supernatural tranquility, birds do not chirp, trees do not sway with the wind (but will move if touched), the swap water does not bubble and the animals within are completely hidden. From deep inside this area radiates a feeling of calm. If the players investigate notify them as they venture deeper that their emotions dull and inner turmoil (if any) die down (treat as a permanent calm emotions spell that the players voluntarily fail their saves against by entering the area, leaving the area negates the spell.
At the core of this area of calm sits a man, cross legged in meditation. His fit upper body is unclothed and atop the curly black mop of hair on his head is a green tinted arcane mark symbolising peace.
The man remains motionless unless spoken to, his "aura" quells any silly notions to physically disturb or humiliate him.
He speaks in short to the point sentence pieces. He does not respond violently to any nonviolent act performed against him, but violent acts in his vicinity trigger a no - holds barred death sentence by his hand (and he should be statted to be able to do exactly that even 1 vs 4 against the players.)
This guy should have a mythic tier monk (guardian 2) and the mythic powers of longevity and freedom from sustenance.

Even if the players might not pick a fight with this guy themselves, some witches might ask them to. Make sure the players meet the monk first, witches second. That way the witches can take offense at the players unwillingness to serve them and thus the witches become the encounter, that way the players won't feel cheated of xp for deciding not to fight the monk


A black dragon in a swamp doesn't really need to fly. Clipping its wings just means it swims around, ambushes you, and drags PCs underwater to drown at its leisure.

Question: is this tabletop or PBP? Because it'll make a bit of a difference.

Doug M.


Douglas Muir 406 wrote:

Question: is this tabletop or PBP? Because it'll make a bit of a difference.

Doug M.

We're in a tabletop game.

I'm loving the ideas above in the last several posts. Thanks for your input all.


Okay then, here's a suggestion: add a redshirt. Gruff but kindly One-Eyed Carl, formerly a scout and ranger with the King's own Household Guards, now retired and settled down as a trapper on the edge of the swamp. He offers to help the PCs, either for money or because he wants them to succeed.

Give old Carl a few chances to show that he's both competent and useful. Throw a minor encounter at them early on -- CR 3 or so -- and have Carl get a hit in or kill something with a well-placed shot. Use him as a source of useful information, rumors and clues. Have him guide them around a hazard they might otherwise have missed. Give him some personality. Make it clear that he likes this PC but does not like that one. In metagame terms you want the players thinking that he's roughly their level or a bit higher, that he'll be around for a while, and that they can win his friendship and so get some useful information.

Then about an hour or so into the session kill him horribly. Throw an overwhelming encounter at the PCs -- something that is OBVIOUSLY way out of their weight class, like a fiendish advanced treant. And have it grab poor old Carl and just rip him in two.

Takeaway: the swamp is dangerous, and not all encounters in it will be level-appropriate. It's kind of a cheap trick, yes, but trust me -- it works.

Doug M.


Douglas Muir 406 wrote:

Okay then, here's a suggestion: add a redshirt. Gruff but kindly One-Eyed Carl, formerly a scout and ranger with the King's own Household Guards, now retired and settled down as a trapper on the edge of the swamp. He offers to help the PCs, either for money or because he wants them to succeed.

Give old Carl a few chances to show that he's both competent and useful. Throw a minor encounter at them early on -- CR 3 or so -- and have Carl get a hit in or kill something with a well-placed shot. Use him as a source of useful information, rumors and clues. Have him guide them around a hazard they might otherwise have missed. Give him some personality. Make it clear that he likes this PC but does not like that one. In metagame terms you want the players thinking that he's roughly their level or a bit higher, that he'll be around for a while, and that they can win his friendship and so get some useful information.

Then about an hour or so into the session kill him horribly. Throw an overwhelming encounter at the PCs -- something that is OBVIOUSLY way out of their weight class, like a fiendish advanced treant. And have it grab poor old Carl and just rip him in two.

Takeaway: the swamp is dangerous, and not all encounters in it will be level-appropriate. It's kind of a cheap trick, yes, but trust me -- it works.

Doug M.

Good, good.


Not familiar with all of the books (Paizo or 3PP's) but the Dolmen/Stonehenge idea gave me an idea (and bear in mind that I amy aware that piranha are not swamp but freshwater river fish)

The circle of standing stones/ formation is partially submerged in water roughly 6 feet deep. And the PC's take refuge from Piranha Swarms by staying on top of the dolmens.

What I am not sure about is whether Paizo or anybody else has ever stated up a piranha swarm.

But it would be the stuff of nightmares in the right encounter...


Aeris Fallstar wrote:

Not familiar with all of the books (Paizo or 3PP's) but the Dolmen/Stonehenge idea gave me an idea (and bear in mind that I amy aware that piranha are not swamp but freshwater river fish)

Hey, who's to say a river isn't flowing thru this swamp? :)

Aeris Fallstar wrote:


But it would be the stuff of nightmares in the right encounter...

Yes it is a creepy thought. Slogging through deep water, feet getting caught on plants and sticky mud, occasional spots of depth that require swimming....then the water starts churning around you....and the nearest dry reprieve is way the heck over thattaway!


Fun and challenging encounter:

a village of boggards. They worship a Will-o-Wisp in the area. Will O Wisps are already beefy in there own right. Have the Boggards stagger the croaks so people are feared.


Don't forget the DMG rules on marsh/swamp terrain, found here: http://www.d20pfsrd.com/gamemastering/environment/wilderness/terrain/bog-ma rsh-swamp-terrain

A lot of clever PC tactics disappear in shallow bog (which is deep mud or a foot of standing water). No 5' steps, for starters -- that makes a huge difference. Add in mist, darkness, reeds or other undergrowth, deeper water nearby that predators can pounce from, quicksand, diseases... oh, the terrain alone opens up all sorts of fun.

Doug M.


If you look on my G+ page, I've got a map called Witch of the Wildwood Fen that shows a gnarly old oak tree on top of a hillock surrounded by lit jack-o-lanterns, and an entrance to a lair under the tree, with 2 scarecrows as guardians. The hill sits in a heavily wooded swamp.

Also I've got another map called the Lair of the Witch of the Wildwood Fen, which depicts the lair under the tree.

Since it is of a witch in a swamp, I thought it might be useful for your game.

My G+ community with many maps and map objects. Look for other maps that might fit your needs too.

Also consider using Kappa, for a different kind of swamp inhabitants. You could look at Rite Publishing's In the Company of Kappa for more details on the race that aren't in the bestiary.


I've always had a fondness for Chuuls. Especially when they have a few character levels, and carry wands and multi-use magic items in their tentacles.

Silver Crusade

I kinda like the idea of a black dragon that casts as a witch instead of a sorc.

Kobolds. Willow wisps, fae. All are fun.

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