Setting up an Adventure-Rotten Swamp

Hex map of the Rotting Swamp
Worldographer map of the Rotting Swamp, one hex equals 5 miles

Following discussions on the Dungeons and Dragons Solo Adventure Facebook group, I chose to combine the the concept of the 5 room dungeon as suggested by Mat Ward and the use of Chat GPT as suggested by Ali McGee Kelly to create a setup for Mendy’s adventure into the Rotting Swamp, assuming she doesn’t get detoured. With the random skeleton of the adventure setup, it’s just a matter of seeing what actually unfolds.

Normal swamp travel is 10 miles or 2 hexes per day on my map. This can be modified by using a boat (for +1 Hex per day), or passing a DC 15 Survival Check (for +1 hex per day), so movement will range from 2 to 4 hexes per day for a well equipped, well led party.

There are three encounter rolls per day while moving, 1 encounter when camped unless a Survial DC 15 concealment roll is passed to hide the camp.
The encounter rolls are made with a d6 roll on my “searching the swamp” table. 1-5 is a roll on my “Rotting Swamp Encounter Table (a bell curve table with about a 70% chance of no-encounter or a likely non-combat encounter, and about a 30% chance of a hostile encounter) a 6 generates a Story Advance…the next room of the “5 room dungeon”

Encounter table for the Rotting Swamp.  4d6 based bell curve table.  4-rival expedition, 5, Froghemouth, 6 Bullywugs, 7 Crocodile, 8 Predatory anaimals 9 Swamp Hazards, 10 Common Annoyance, 11 Small Game, 12 to 16 No Encounter, 17 Game Animals, 18 Minor Events, 19 Insect Swarms, 20 Giant Frog, 21 Giant Horsefly 22 Stirges, 23 Giant Constrictor Snake, 24 Black Dragon
Rotting Swamp Encounter Table from Fantasy Grounds

For the Five Rooms, I asked Chat GPT for relevant ideas for a D&D Swamp adventure, and took the 6 ideas suggested for each “room type”. The Chat GPT idea is written first, and my tentative reinterpretation of it is written in parenthesis.

My thinking is that whenever one of the factions (Black Coven-foe, Keepers of the Veil-possible ally, The Royal Mission-natural ally, The Sea Devils-foe, the Queen’s Rangers-foe, or Mendy-PC’s party) reach a story advance, I roll a d6 to see which type of encounter one they reach for Room 1, 2, 3, 4 or 5, and for the NPC’s, just ask Mythic a couple of questions about their success given the party CR, resources and likely approach. Of course, for Mendy’s party, I’ll play it out.

Room 1 Options: Entrance or Guardian Encounters: (swamp travel is limited to 10 miles per day/2 hexes)
1 Guarded bridge: The heroes must cross a narrow, rickety bridge that is guarded by a group of enemy soldiers or swamp creatures. The heroes must either defeat the guards or find a way to sneak past them to reach the other side. (Narrow Rickety Bridge (Acrobatics Dexterity DC 10 to avoid falling off into span of quicksand below) guarded 2d4 Bullywug Flyriders)

2 Puzzle door: The heroes come across a door or gate that is locked and requires them to solve a puzzle or riddle in order to open it. The puzzle could involve finding hidden symbols or manipulating levers in a specific order. (The path ahead is blocked by intertwined thorny vegetation with a thick poisonous sap (Dexterity DC 15 to move through. Each character that fails sustains d4 piercing and 1d10 poison damage passing through and is sickened for next 24 hours)

3 Hidden entrance: The heroes must find a hidden entrance to a secret location within the swamp, such as a hidden cave or underground lair. This could involve finding clues or solving a puzzle to reveal the entrance’s location. (Party discovers a small shrine to Orias the Keen Eyed, DC 15 Religion recognizes him as a member of the Celestial Chorus known for his hunting prowess, a successful offering to him, asking his guidance DC 20 Religion grants the party a +1 on all Searching the Swamp Rolls)

4 Guardian beast: The heroes must defeat a powerful beast, such as a giant crocodile or dragon, in order to progress through the swamp. The beast may be guarding a specific location or treasure. (A giant crocodile lies in wait along the shallows through which entry into the swamp is easiest)

5 Trap-laden path: The heroes must navigate a path that is lined with traps, such as pit falls or swinging blades. They must use their skills and resources to avoid or disarm the traps in order to continue on their journey. (The game trail the party follows has been laid with snares by bullywugs or poachers, Poisoned Arrow Trap: DC 10 to find , DC 10 to disable, +5 to hit against one target, 1d8 piercing and 1d10 poison damage) (Net Trap: DC10 to find, DC 10 to disable, affects all targets within 10 ft square area, DC 10 save or become restrained)

6 Infiltrating an enemy camp: The heroes must find a way to sneak into an enemy camp or stronghold located within the swamp, possibly by disguising themselves or finding a weakness in the camp’s defenses. (Large camp of bandits/poachers are settled along the edge of the swamp. They are the only source of watercraft within miles, watercraft allow party to move 20 miles per day)

Room 2 Options: Puzzle and Roleplay Encounters
1 Communicating with swamp dwellers: The heroes come across a group of swamp dwellers, such as lizardfolk or merfolk, who do not speak the same language as the heroes. The heroes must find a way to communicate with them and possibly negotiate or barter for information or assistance. (Party stumbles across a Bullywug camp and are spotted by the Guards. Surrouneded by hunters, the party must either fight their way to freedom, or parlay)

2 Solving a riddle: The heroes come across a riddle or puzzle left by a previous explorer or guardian that holds the key to finding a hidden location or treasure within the swamp. (Party comes across a trail of broken treetops and burnt vegetation leading deep into the swamp, scorched by a fragment of the falling star, a Wisdom Survival DC 10 gains the party a +1 on subsequent Searching the Swamp rolls)

3 Negotiating with a hag: The heroes come across a hag, who offers to help them in their quest in exchange for a favor or payment. The heroes must decide whether to trust the hag and what they are willing to give in return for her assistance. (A hag offers the party immediate guidance towards their destination in exchange for the promise of a first born child, or the gift of a powerful magical item)

4 Disguising themselves: The heroes need to sneak into an enemy camp or stronghold located within the swamp and must find a way to disguise themselves in order to blend in with the enemy. They may need to use their deception skills to convince the enemy that they are one of them. (Party finds an impact point for fragment of the falling star but notice froglike footprints around it, and with a Wisdom Survival DC 10 check, follow the tracks to a Bullywug camp. To find out what happened from there, they must engage with the camp, through direct negotiation, infiltration, or assault)

5 Impersonating a leader: The heroes come across a group of enemies who are led by a powerful individual. The heroes must find a way to impersonate the leader in order to gain access to a specific location or information. This could involve using their acting or persuasion skills to convince the enemies that they are the leader. (The party comes across a dead member of a rival party, but hear its allies approaching calling the person’s name, Sucessful disguise may allow the party to persuade the companions to allow a little more time, or to go ahead and let us catch up, or if unusually skillful, infiltrate as a doppleganger)

6 Roleplaying through a moral dilemma: The heroes come across a situation in which they must choose between two options, both of which have significant moral consequences. For example, they may need to decide whether to save a group of stranded travelers at the risk of revealing their own presence to their enemies, or to leave the travelers to their fate in order to maintain their cover. (The party encoutners one of the “allied” rival groups in combat with a danagerous foe, the party may either join the allies, but then risk being forced to actually join forces and lose any chance of claiming the falling star as their own, or leaving innocent men to their fate…and possibly letting whatever they are fighting remain a threat)

Room 3 Options: Setback Encounters
1 Quicksand: The heroes come across a patch of quicksand, which threatens to swallow anyone who becomes stuck in it. The heroes must find a way to get themselves or their allies out of the quicksand before they sink too far down. (Per normal stat)

2 Muddy terrain: The heroes navigate through an area of the swamp where the ground is extremely muddy and slippery, making it difficult to move around and maintain their footing. This could lead to them becoming slowed or prone, making them vulnerable to attacks from enemies. (Per Tar Pit hazard roll)

3 Fog: A thick fog rolls in, reducing visibility and making it difficult for the heroes to see what lies ahead. This could lead to them accidentally stumbling into danger or getting lost in the swamp. (Per Hazard Roll)

4 Swarms of insects: The heroes are attacked by a swarm of biting or stinging insects, such as mosquitoes or wasps, which can distract and debilitate them. (Per hazard roll)

5 Lost in the swamp: The heroes become disoriented and lost in the swamp, unable to find their way back to their starting point or the path they were following. They must use their survival skills and resources to find their way out of the swamp before they succumb to the dangers within it. (Party must pass a DC 15 survival check or cannot leave the current hex. One roll per day to regain bearings, normall “search” table roll, but at -2 penalty)

6 Ambush: The heroes are ambushed by a group of enemies, who have been lying in wait for them in the swamp. The heroes must defend themselves and fight off their attackers (Bullywug hunters ambush the party. If the party has parlayed with Bullywugs previously, they are allowed to trade for safe passage, otherwise combat is immediate)

Room 4 Options: The Big Bad Encounters for a Swamp
1 A dragon: The heroes must confront a dragon that has taken up residence in the swamp and is hoarding a treasure that the heroes seek. (A young black dragon challenges the party, demanding loot)

2 A hag coven: The heroes must face off against a group of hags who have united under a powerful hag queen and are seeking to claim the magical relic that the heroes are searching for. (A trio of green hags have united to try and capture a fragment of the star for their own.)

3 A group of enemy leaders: The heroes must confront a group of enemy leaders, such as rival collectors or ambitious adventurers, who are also seeking the magical relic and will stop at nothing to claim it for themselves. (The party arrives at a fragment of the fallen star at the same time as two rival parties. A battle is imminent, but if the party has not been detected, they might be able to secure the relic unseen during the fight)

5 A monstrous, ancient creature: The heroes come across a creature that has been trapped within the swamp for centuries, such as a trapped elder god or a giant, ancient beast. The creature has been driven mad by its confinement and is seeking to escape and destroy everything in its path. (A fragment of the falling star slammed into the ruined crypt of Maggan, Heart of the Void. It’s walls shattered, Maggan has awakened and is now attempting to escape, all manner of serpents are being drawn to his prison while he struggles to break free of the final wards holding him in place)

6 An undead army: The heroes must face off against an army of undead creatures, such as mummies or skeletons, that have been unleashed in the swamp by a powerful necromancer. (The fallen star landed in the center of a bullywug village, killing all within. They are now risen up as zombies and mindlessly guard the stone)

6 A powerful fey: The heroes encounter a powerful fey, such as a dryad or nymph, who has taken up residence in the swamp and is using her magic to manipulate and ensnare travelers. The heroes must use their wits and skills to defeat the fey and escape her influence. (The falling star has infused a great tree with magical power, awakening it as a Treant. The Treant now guards the fallen star)

Room 5 Options: The Reward, Revelation or PLot Twist

1 A hidden treasure: The heroes discover a hidden treasure, such as a cache of ancient artifacts or a stash of gold and jewels, while navigating through the swamp. (On grasping the fragment of the falling star, the hero receives a sudden revelation of how it can be forged into a desired weapon)

2 A magical item: The heroes come across a magical item, such as a sword or amulet, that has been lost in the swamp and holds a special power or curse. (On grabbing the fragment of the falling star, one of the character’s stats increases by 2 points, and another drops by 2 points)

3 A clue to a greater mystery: The heroes uncover a clue or piece of information that leads them to a larger mystery or quest. For example, they may discover that the magical relic they were seeking is only one piece of a much larger puzzle. (On grabbing a fragment of the falling star, the hero has a vision of Drouzal and the leaders of the coven that worships him)

4 A betrayal: The heroes discover that someone they trusted, such as a hired guide or a fellow adventurer, has been working against them and trying to sabotage their mission. (After capturing the relic, one member of the party, at a convenient moment, tries to steal it and escape with it)

5 A revelation about a character: A character reveals a surprising secret about themselves, such as their true identity or hidden motives. (On grasping the fallen star, the character has a vision of themselves and the course they must follow in the near future. At one battle in the future, the character can choose to succeed in all to hit and saving throws)

6 A plot twist: A seemingly insignificant event or detail from earlier in the adventure takes on new significance and changes the heroes’ understanding of the situation. For example, the heroes may discover that the map they were given to find the magical relic was misleading and actually led them into a trap. (On grabbing the fallen star, the hero realizes that it has no magical powers at all, but is merely an inert piece of very valuable metal, useful for forging sturdy weapons or armor, but not inherently magical)

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