Additional Swamp Encounters


Age of Worms Adventure Path


I'm looking forward to running Encounter at Blackwall Keep; I can't recall the last time I ran any swamp encounters, so I'd like to take advantage of this opportunity.

The adventure as written makes travel through the swamp fairly easy... at least it says that it's easy to follow the path to the lizardfolk lair. I'd like to add some encounters in the swamp, maybe even a side trek that won't take away from the pressing matters at hand.

I figure that after everything is taken care of, the party members will need to stay at the keep to wait for reinforcements to arrive. During that time they could go on a side quest and explore the swamp a little more.

Of course, the PCs are getting pretty good at fixing up old houses. Maybe they will just help fix up the keep.

Anyone have plans on what to do in the swamp?


Big Jake wrote:

I'm looking forward to running Encounter at Blackwall Keep; I can't recall the last time I ran any swamp encounters, so I'd like to take advantage of this opportunity.

The adventure as written makes travel through the swamp fairly easy... at least it says that it's easy to follow the path to the lizardfolk lair. I'd like to add some encounters in the swamp, maybe even a side trek that won't take away from the pressing matters at hand.

I figure that after everything is taken care of, the party members will need to stay at the keep to wait for reinforcements to arrive. During that time they could go on a side quest and explore the swamp a little more.

Of course, the PCs are getting pretty good at fixing up old houses. Maybe they will just help fix up the keep.

Anyone have plans on what to do in the swamp?

I'm going to use some of the material in the Swamp Dangers article conveniently placed in Issue 126. It will give my druid and ranger PCs more of a chance to shine, as many of the dangers can be identified with Knowledge (nature). It will also make the trip more interesting and memorable. Not sure which I'll use yet, but judging by the CRs I'll probably include Scarlet Heart Mushrooms and the Corpse Lights (just to spook any of my 2nd edition-knowledgeable players).


Use a green hag. They are the nastiest creatures in D&D. Read the ecology of the green hag in the Dragon a few months back. I had a green hag trick a player, sleep with him and show her true form just at the end. Then she killed him, skinned him, and was just about to eat him just as the other players showed up. Green hag rule, (and players need to show up to the games!!!).


Here's an idea I have brewing: I'm going to add some rumors that are circulating around the remaining soldiers at the keep, and let the players stick around as long as they see fit.

Rumor: This was the first big attack from the lizardfolk in a long time. We see a giant in the swamp every couple of months... maybe he's been hunting the lizardfolk.

Fact: There is a bog giant, named Szaub, in the swamp, but he hasn't attacked any lizardfolk. He has been searching the swamp for the past year, trying to track down the elusive black dragon Ilthane… he hasn’t discovered that Ilthane lives with the Twisted Branch lizardfolk tribe. In fact, the bog giant is no match for Ilthane, and if the two ever meet, it will most likely end with the death of Szaub.

Role-Play: If the PCs track down the bog giant, they'll find him in a crude shelter fashioned out of an abandoned lizardfold lair. They'll have to make their way past his pet giant crocodile, Keersha, but they'll find that the Szaub himself is a gentle soul. He won't attack unless attacked first, and if he finds that his pet is killed, he'll weep uncontrollably for several hours (think: HAGRID). If the PCs help track down a new giant crocodile for the giant, he'll turn helpful to the PCs, and tell them about the swamp and its dangers, granting a +2 circumstance bonus to survival while in the swamp.

Szaub speaks draconic and common.


With a little foreshadowing in the "Three Faces of Evil" adventure, I've added a a very interesting side quest for my players when they reach the swamp - "Fiend's Embrace" from Dungeon 121. The orthadox Hextor church has a small sect, which they call the Red Hand, that has finally tracked down the Fiend's Embrace to the swamp. The Ebon Triad's Hextor followers have gotten wind of this and are drawing up plans to overrun the Red Hand after they retrieve Fiend's Embrace. Unfortunitly, the PCs attack the Ebon Triad before they act. The group's Paladin will feel obligated to prevent the vile item from being used against the forces of good.


Dracol wrote:
With a little foreshadowing in the "Three Faces of Evil" adventure, I've added a a very interesting side quest for my players when they reach the swamp - "Fiend's Embrace" from Dungeon 121. The orthadox Hextor church has a small sect, which they call the Red Hand, that has finally tracked down the Fiend's Embrace to the swamp. The Ebon Triad's Hextor followers have gotten wind of this and are drawing up plans to overrun the Red Hand after they retrieve Fiend's Embrace. Unfortunitly, the PCs attack the Ebon Triad before they act. The group's Paladin will feel obligated to prevent the vile item from being used against the forces of good.

I also used Fiend's Embrace as a side-trek for my crew to bump them up in xp before taking on Blackwall Keep. I did not have Allustan accompany the group, but instead had him send them alone. Along the way, he directed them towards Cold Stone Keep and the recovery of Fiend's Embrace, an item he is interested in researching. The Fingers of Iuz became the Fingers of Bane, an Ebon Triad sect looking for the evil artifact. At one point during the trek, the PC's were ambused by Kullen and Co., sent after them by Smenk to 'tie up a few loose ends.'


Joseph Jolly wrote:


At one point during the trek, the PC's were ambused by Kullen and Co., sent after them by Smenk to 'tie up a few loose ends.'

I like that (snicker, snicker) and I think I'll use it. In tonights game, we start off with the Sir Gabriel and the Druid confronting the gang of thugs, after chasing them into Kullen's girlfirend's house. The location is important because Kullen can't be taken in for B&A. Instead, the paladin threw me a loop by accusing them of conspiracy. That's were we left off, with the accusation. Depending on what happens, if the gang survives, they'll make their ambush, either on the way there, or back.


I'm also looking forward to adding some flavor to the swamp trek, but rather than throwing some more monster cannon fodder at the poor PCs - I'm going for a bit more window-dressing.
Something along the lines of quaking bogs, distant dancing lights (not an actual will-o-wisp), quicksand (maybe disguised as mud, and more like black ooze) and constantly hampering swarms of insects which slow travel, limit sight, and threaten distraction. None of these is likely to drain any hit points from the characters (unless some poor soul actually drowns in the black ooze) but they give the PCs a challenge and allow druids/rangers a chance to use some brain power or finesse. I'm also considering having some decrepit rope bridge over bubbling mist-shrouded bog water. Let the PCs sweat but the fact is, outside of some creaking and swinging, the bridge is completely capable of holding the traveler's weight; the water is harmless (as long as you don't get it in your mouth) and only about waist deep. The presence of the bridge is sure to make them nervous though and it'll be fun to see what clever crossing strategies they come up with. Maybe I'll add a small 2 person rowboat with a hole in the bottom, partially submerged near the entrance to the bridge - just to give them another possible tool for crossing the "dangerous" misty waters!


Here’s one from an old Dungeon adventure, and my personal favorite: Old Man Katan and the (Incredible, Edible, Dancing) Mushroom Band.

Rumor: There’s some crazy old man that lives near the egde of the swamp. He must be some mad bard or something. When we get near, we hear some strange music, then we get chased away by a swarm of giant mosquitoes!

Fact: “Old Man” Katan moved to the swamp some time ago. His tendency to sing attracted the attention of some campestris (singing creatures, simlar to myconids without arms or legs) that took a liking to the Old Man. The giant mosiquito swarms originate from a type of shambling mound that grew out of the swamp.

Role-Play: Get Duneon #41!

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