
Zippomcfry |

Hi,
My Pcs are about to start into a deep swamp in eastern Cormyr (FR). They are searching for a lost black dragon treasure which is said to rest there. Im looking for inspirations for what challenges they might encounter, aswell as advice om how to establishing a swamplike feel.
Any help is appreciated.

Mark Hoover |

What APL are we talking? Also don't know the realms well; Cormyr is mid-continent/temperate climate right? So we're talking swamps like the everglades?
Crocs and aligators are good. Also shambling mounds and frogemoths. Giant frogs, bullywugs, blindheims and grippli for low level; will-o-the-wisp or trolls for mid level.
What kind of a feel or concept are you following? If planar maybe some demons; if horror themed you could go with lots of zombies/ghouls/wraiths of those lost/drowned in teh mire. More detail please.

Zippomcfry |

My apologies,
Yes Cormyr's the vast (the swamp) will be Everglade'ish.
The APL is seven, the group consisting of a melee ranger, a range ranger, a rogue/figther, and a sorcerer.
While the monster ideas are apreciated, im also looking for other challenges to make it feel like being in a swamp.
The swamp encounter will take a few sessions and is taking place as a war is brewing in Cormyr. The entire campaign is more of an adventure/war theme, but i would love to spice it up with some horror stuff.
@Mark Hoover you always seems to be an inspiration;)

Mark Hoover |

Sinking Hummock hazard - a giant form of quicksand where any pressure put on the peat ground turns a 1/4 mile radius of mire into a sucking vortex of death. Hope you can fly heroes.
Stinking Cloud hazard - clouds of noxious vapours that rise up out of the swamps (DC 17 Fort save to resist; consider as spell with the Enlarge metamagic cast by a 7th level wizard). Many monsters use these clouds as part of their hunting routines - couple this hazard with an encounter.
Giant Termite mound - a small hill that is essentially composed of compressed mud and dirt. It counts as Difficult Terrain; if not crossed with care (DC 15 Acrobatics) then it collapses inward in the form of a 30' pit. Encounter: giant termite swarm (insert nasty non-flying swarm and reskin as giant termites).
Each of these natural hazards can be detected with a DC 20 Survival check. Even if noticed the party might still attempt to deal with them.
Couple these with animated plants representing kudzu vines, peat moss molds and weeping willow monsters; disease/fatigue checks for Filth Fever and just the heat/humidity wearing them down; a banjo somewhere in your background music.
If you'd like some encounters built write back.

Adamantine Dragon |

I am in the middle of a swamp campaign now. Here are some things the GM has done:
Populated the swamp with a ton of thematically appropriate creatures, including some of his own design. Among the creatures we have encountered are:
- Plant creatures, including carnivorous plants, small treant-like beings with a swamp-thing flavor and lots of tripping, constricting vines.
- Frogs of all different sizes
- Swamp gnomes
- Giant crustaceans, we particularly enjoyed turning the giant crawfish from adversary to succulent meal.
- Diseases and poisons seem to be remarkably prevalent
- Gators, crocodiles and other swamp-critters
- Creepy glowing critters like will-o-the-wisps, floating glowing green skulls and ghostly apparitions.
- Lizardfolk
- Lots and lots of giant biting and stinging insects including flies, bees, wasps and hornets.
It's mostly been about atmosphere, and the avoidance of disease and poison. Right now about half of the party is dealing with some active attribute-affecting disease or poison. I'm pretty sure that during the course of the campaign every single character has been sick or poisoned in one way or another.

Mark Hoover |

Beauty and the Beast/CR 9
shambling mound
bog nixie druid 3
Notes: the nixie hovers at the edge of the water providing battlefield control with spells and attempting to captivate anyone w/in hearing distance. Meanwhile she has some means of commanding the mound and directs it to attack the most powerful melee fighter. Her goals are simple; the PCs have trod through her beautiful garden and must be punished. She may spare the male PC with the highest charisma to take as her consort...before drowning him.
Shrine of Evermoldy/CR 8
Setup: the PCs happen upon a clearing covered in layers of peat moss and old man's beard hanging from the canopy; at the far end they note a peculiar outcrop of rock however, like the torso and skull of a humanoid, covered in thick russet mold. Laid at the foot of this figure are numerous small and delicate idols, carved from obsidian and adorned with dried wreaths of rare herbs. You might even scatter in loose treasure or a magic item to make it more enticing.
Monsters: hidden in the undergrowth are 3 "Shrine Guard" vegepygmies (vegepygmy warrior 4) and at the heart of the figure, nesled in it's torso behind a secret door is the "shaman" who cares for and communes with the mold (vegepygmy adept 5).
Notes: the shaman handles distance attacks while the guards rush the nearest melee fighter. They will at first attempt to intimidate and run off the PCs from their shrine, the adept using a fear effect for the same purpose. Once battle is entered they fight to the death. This might be a one-shot or the entry to a lair.