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Showing posts with label Swamp. Show all posts
Showing posts with label Swamp. Show all posts

Saturday, 9 March 2019

Fesh Swamp Encounters

The Fesh Swamp lands is located in the Northern Veck, an area that once supported multiple large communities of various humanoid populations, half of them trading with each other, the others always looking for ways to gain military advantage. When the Creeping initially happened, few understood what it meant, and didn't put up any resistance because they didn't realize the threat nor did they know what they stood against.

The Creeping is best described as the destabilization of civilization, when fits of madness and paranoia overwhelmed pockets of civilization until the rungs of civil society were lost. Though not immediately affected, eventually the the swamps grew in size and danger until they took over the land, draining the community of the few remaining magic and other resources. When they fell into such disrepair, the few survivors either had to flee or drowned in the miasma of the environment around them. Most people who know of the Creeping, associate it with the growth of swamps, some experts though know it was the madness that preceded the changes of the land that was the much greater threat.

Many civilized peoples feel this area is lost to anything good or habitable, but this is far from true. Lizardith humanoid lizard-men both savage and civilized, now claim this territory as their own and maintain small to much larger communities in the Fesh. There are certainly dangers still here, but there are also opportunities, and the lizard-men help outsiders with both survival and trade. They do not just "steal" or raid  from the crypts or magical Towers that are littered throughout the Fesh, as they consider many of the artefacts tainted. Some lizardith villages have an opposing view, as they make much of their income by guiding adventurers into these locations. Some items or areas are so vile, the lizardith will warn the would-be adventurers or even seize horrific magic, but this is very rare, at most they warn outsiders and just ignore.

A few of the magical raiders believe there are a great treasure still left behind and make planned excursions into the cities, crypts and temples of the area. A few of these work with the lizardith and druids of the region, but most don't, and are simply out to make any silver that they can.

Fesh Encounters

d%         Result
01  Creeping Doom (DC 12 or 15 or 18+)
02  Vanglore  (Humanoid shapeshifters, #2-8, 3+, LE)
03  Aranea
04  Green Render (as Grey Render with camoflage, )
05  Lizardith, Civilized  #2-9, HD 2 or 3, Align LN (85%)
06  Muter
07  Winged Monkey
08  Basilisk
09  Cultists (Stone, Snake, Tentacle, Web, Vine)  # 2-5, HD 1-3, Human or Lizardith
10  Abandoned Site  (home belonging to a farmer, recluse, witch, seer, artist)
11  Dead (true) hammered to tree or chained down
12  Blue Bees # 9-16, HD 2
13  Oxylla 2d12
14  Green-skinned Swamp Beavers
15  Tenderfoot  #2-9, HD 2 or 3, Align NG (85%), Patrol
16  Trap (Pit, Falling Logs, Falling Net)
17  Tree-Giant (1d3), As cloud Giant
18  Small Stream (Entryway, , Road)
19  Minotaur 2d2
20  Camp Site ( # 5-20, Any Primary)
21  Ogre #2-5, HD 3-5, Align LE (85%)
22  Hydra (4 heads, 50%; 5 heads 25%, 6 heads 20%, 7+ heads 5%)
23  Satyr
24  Jackalla (2d4, Undead Patrol)
25  Otyugh
26  Card Soldiers
27  Goblins
28  Doscilli
29  Vined Soldier
30 Holy Site (80% Obelisk, 20% Church, Any non-evil)
31  Wood Statue (25% Wood Golem)
32  Ood 
33  Pool (10-20 ft radius, 100 ft depth)
34  Giant Snake   ???
35 Clockwork (1d6 Fighter 2-4th level; Align LN)
36  Dianoga
39  Dire crocodile 1d3
40  Merchant Traders ( # 5-20, Any Primary Race, 25% N, LN, NG, LE)
41  Chund
42  Assassin Vine
43  Synast with 2-5 Servants
44  Shambling Mound
45  Green Gargoyle (85% appear as vegetation when not moving & 30 ft away)
46  Razorvine
47 Piercer (10d10), over a 30 - 100 square ft radius
48  Swarm (Bat, Rat, Leech, Stirge)
49  Bugbear
50  Faeire Stone or Flower Circle (Nymph, Pixie,Grig)
51  Skin Devils
52 Troll (2d5)
53  Little Piggies
54  Chuul
55  Lizardith, Savage  #2-9, HD 2 or 3, Align LE (85%)
56 Wrapping Deaths (Psi-Cloakers) 2d5
57  Giff  (2d5, HD 3+, LN)
58  Girallon
59  Boggards 2d6
60  Lepers or Refugee Camp (20-70, HD 1-2, N)
61  Necrites - Undead Humanoids, 2d6, Patrolling, LN, LE, NG) ??? ??
62  Primal
63  Spectator (see below)
64  Jawatha 
67  Large Hanging Web-Coccoon
68  Tame
69  Sinking bog hole  (DC 13)
70  Patrol Camp Site (# 11-30, Level 1-3, Any Race)
71  Tennianos
72  Jungle Elf (2d4 , Level 2-5, NG)
73  Gammorec (2d4 , Level 2-5, NE)
74  Nyssian Imp
75  Shal
76  Owlbear
77  Sharavan
78 Escaped slaves (#2d8, Roll Below, N, )
79  Dire crocodile 1d3
80  Slaver Camp (# 11-30, Level 2-3, Any Race)
81  Ferrasil  (Green Minotaurs, N, #2-8, HD 3+)
82  Psider
83  Vottinna
85  Green slime
86  Green Hag CR 5, NE
87  Lamia
88  Hag
89  Manticore (1d2)
90   Large Bridge
91  Spirit naga
92  Callanna
93  Undead, Carcass #2d6, NE, HD 1-3
94  Black pudding 2d4
95  Lillend
96  Prickett
97  Coatl
98 Sylph or Dryad
99   Ravok
00 Ogre-mage


Typical Slave Races: Goblin, Gnoll, Abeill, Tenderfoot, Ogre, Lizardith,
Typical Owners: Human, Ogre, Elf, Lizardith, Gnoll, Minotaurs, Troll, Gammorec


Roll 1d20 on initial primary race roll. If under 12, roll 1d12. If over, roll 1d10 for next roll. Always roll 1d20 on 3rd roll. Primary Races: Not just hunters or raiders, but come together in small communities.

01 Phaetox - Humanoid with flame wings, Can fly, Cannot lie
02-04 Lizardith, Savage - Spears
05 Ferrasil: Green Minotaurs, very large horns, N, # 2d4
06 Lizardith, Civilized - Coral Armor, Weapons of all kinds
07 Elf, Jungle  Green-Skinned; #2d4, 2d3 HD, NG; Patrol, Treasure Seekers
08  Ogre #1d4, 3+  HD, LE
09 Ghoran - Sentient Plant Humanoid
10 Changeling- Small fey that can use magic
11 Thorne-Kin
12 Minotaur Bull Headed Humanoid, famous for patrols and hunts
13 Leshy Small, plant humanoids, druidic, wonderful planters
14 Clockwork- Sentient, Free-thinking Machines
15 Jackalla-Jackal Headed Humanoids, Undead Hunters
16 Troll
17 Quillian - Quill throwing Porcupine Humanoids
18 Elf, Jungle***
19  Leaf-Kin Sentient plant humanoid
20 Tenderfoot - Halflings

21 Callanna
22  Gammorec
23 Satyr
24 Giant

Monday, 22 January 2018

Low Level Swamp Encounter Table


Jungle Encounter Table (2d12) 

02 Trap (Pit, Falling Logs, Falling Net)
03 Wood Statue (25% Wood Golem, CR4)
04 Spider, Giant (#1d6, CR 1)
05 Dryad                                          (#1d2, CR 3)
06 Cultist                                         (1d4 HD, 1d4)
07 Crocodile                                   (CR 2, 1d3)
08 Lepers or Outcast                         (# 1d4, 1d2 HD)
09 Merchants                                     (# 2d4 ~ 1d4 HD)
10 Undead, Carcass                         (# 1d6, CR 1)
11 Shocker Lizard                           (# 1d4, CR 2)
12 Snake, Anaconda                       (# 1d4, CR 2)
13 Plant (assassin vine)                    (# 1d4, CR 2)
14 Ooze, Garden                             (# 1d4, CR 2)
15 Patrol                                           (# 2d4 ~ 1d4 HD)
16 Gargoyle, (covered with vines)   (# 1d3 ~ CR 4)  **
17 Boggard                                     (1d4 ~ 2 HD)
18 Fey giant toad                             (#1d3, CR 3)
19 Harpy                                        (#1d2, CR 4)
20 Flytrap                                        (#1d3, CR 3)
21 Iron Cobra                                  (#1d4, CR 2)
22 Poison Frog                                 (#1d3, CR 2)
23 Barghest                                     (#1d2, CR 4)
24 Stirge Swarm                              (#1d12, CR 2)

Start with a 5 out of 20 chance encounter. If no encounter is found, reroll and increase the likelihood by +1 every three hours or when the party makes noise / affects the environment.


Typical Jungle Humanoid
2 Leshy (# 2-4,  2-4 HD, Any G or N)
3           Boggard                       (# 3-6,  1-4 HD, Any E)
4 Horn (Minotaur-kin)   (# 1-2,  4-7 HD, Any)
6-10 Lizardith                      (# 1-2,  2-4 HD, Any)
11-13 Human (# 1-20,  1-3 HD, Any)
14-15 Elf (Green Elf)            (# 3-6,  1-3 HD, Any G)
16 Changeling                   (# 1-2,  2-4 HD, Any)
17 Ghoran (# 2-4,  2-5 HD, Any)
18 Goblin                          (#5-8, 1-2 HD, LE)
19 Suli                              (# 1-2,  2-4 HD, Any) 
20 Clockwork                   (# 1-2,  2-4 HD, Any Non-C)

Alternates - when you want to switch out a roll
Bog Lights
Large Hanging Web-Coccoon
Green-skinned Swamp Beavers
Sinkhole
True Dead hammered to tree or chained down
Abandoned home (or one belonging to a farmer, recluse, witch, seer, artist)
Derelict Cart

Friday, 19 January 2018

Swamp Swimmer (Dianoga)

Every now and then I am hit by a sudden blast of nostalgia and think of an old toy or game or song that I want to use in my game inspired write-ups. This was definitely one of them. I was looking for the trash monster (Dianoga) from the original Star Wars movie, didn't see it quickly online, and decided to write it up.


Swamp Swimmer (Dianoga)

CN Large aberration
Init +6; Senses blindsight 60 ft.; Perception +5

AC 21, touch 12, flat-footed 17 (-1 Size, +3 Dex, +8 natural)
hp 60hp (8d8+24 con)
Fort +5, Ref +7, Will +6
Defensive Abilities freedom of movement

Speed 20 ft., Swim 40 ft.
Melee bite +11 (1d8+5), 3 tentacles +8 (1d4+3)
Space 5 ft.; Reach 10 ft.

Str 21, Dex 16, Con 18, Int 5, Wis 11, Cha 7
Base Atk +11; CMB +11; CMD 24
Feats Blind-Fight, Improved Initiative, Lightning Reflexes, Power Attack
Skills Swim +15, Perception +5, Stealth +17 (Bonus +10 Stealth and Swim in water or swampy environments)
Languages None spoken (some may understand lizardith or common)
SQ Change colour (add +10 to stealth checks for up to 10 minutes)

Environment Swamp or forest (prefers a wet environment)
Organization solitary
Treasure Incidental
Advancement Large (9 - 15 HD), Huge (16-24 HD)

This creature appears to be a large green-grey slug with at least five ten foot long tentacles and a single eye on a stalk that it can subtly raise out of the water to view everything around it.  It hunts in watery or swampy areas, using it's camouflage abilities to sneak up to their prey. While it can survive on oozes and small creatures that reside in swampy areas, it prefers to hunt larger more intelligent things. Some Swamp Swimmers learn to drown their opponents then store the carcases underwater to feed on them later.

They are equally as active during the day or night. They are solitary creatures, budding one or two tadpole offspring every four to five years, that swim off to survive on their own without need of nurturing.

Many lizardith bards, druids & rangers prefer a Swamp Swimmer to accompany them in their tasks. Unless compelled to, Swamp Swimmers prefer to stick to watery areas, but it can survive for weeks away from its natural habitat.