The Swamps Sourcebook


In fiction, swamps are often portrayed as godforsaken places that no man enters willingly. When they aren't infested with undead horrors, they hide tribes of hideous frog-, lizard-, or fish-men (or possibly fishlizardfrogmen) who slink from their half-sunken temples to grasp the unwary with their cold hands and drag them beneath the still black water. At the very least, they are the home of poisonous snakes and strange, incurable diseases. Often, there are ancient curses that cause travellers to become lost and wander the swamps forever. A Will-o'-the-Wisp (also called corpse candles) may lead the unwary into quickbogs to die. For extra horror, people who get lost in the swamp may themselves become one of the monsters infesting it. Swamps are also a popular home for witches, voodoo ladies, families of inbred cannibals, zombies, and other unsavoury types. There is an element of Truth in Television to this: Swamps were long regarded as dangerous and unsanitary. They tend to attract a lot of insects, which can spread disease; the sodden terrain can make traversing them on foot difficult; many swamps are prone to heavy fog because of all the water, which can make it easy to get lost; and some swamps are also inhabited by dangerous animals, such as alligators and piranhas.

A swamp is a wetland that is forested. Many swamps occur along large rivers where they are critically dependent upon natural water level fluctuations. Other swamps occur on the shores of large lakes Some swamps have hammocks, or dry-land protrusions, covered by aquatic vegetation, or vegetation that tolerates periodic inundation. The two main types of swamp are "true" or swamp forests and "transitional" or shrub swamps. In the boreal regions of Canada, the word swamp is colloquially used for what is more correctly termed a bog or muskeg. The water of a swamp may be fresh water, brackish water or seawater. Swamps are characterized by slow-moving to stagnant waters. They are usually associated with adjacent rivers or lakes. Swamps are features of areas with very low topographic relief. Swamps generate coal as rock.

Fish are more dependent on wetland ecosystems than any other type of habitat. Seventy-five percent of the United States' commercial fish and shellfish stocks depend solely on estuaries to survive. Tropical fish species need mangroves for critical hatchery and nursery grounds and the coral reef system for food. Amphibians such as frogs need both terrestrial and aquatic habitats in which to reproduce and feed. While tadpoles control algal populations, adult frogs forage on insects. Frogs are used as an indicator of ecosystem health due to their thin skin which absorbs both nutrient and toxins from the surrounding environment resulting in an above average extinction rate in unfavourable and polluted environmental conditions. Reptiles such as alligators and crocodiles are common reptilian species. Alligators are found in fresh water along with the fresh water species of the crocodile. The saltwater crocodile is found in estuaries and mangroves and can be seen in the coastline bordering the Great Barrier Reef in Australia. The Florida Everglades is the only place in the world where both crocodiles and alligators coexist. Snakes, lizards and turtles also can be seen throughout wetlands. Snapping turtles are one of the many kinds of turtles found in wetlands. Mammals include numerous species of small mammals in addition to large herbivorous and apex species such as the beaver, swamp rabbit, and Florida panther, live within and around wetlands. The wetland ecosystem attracts mammals due to its prominent seed and vegetation sources, abundant populations of invertebrates, small reptiles and amphibians.
Insects and invertebrates total more than half of the 100,000 known animal species in wetlands. Insects and invertebrates can be submerged in the water or soil, on the surface, and in the atmosphere. Algae are diverse water plants that can vary in size, colour, and shape. Algae occur naturally in habitats such as inland lakes, inter-tidal zones, and damp soil and provide a dedicated food source for animals, fish, and invertebrates. There are three main groups of algae: Plankton are algae which are microscopic, free-floating algae. This algae is so tiny that on average, if 50 of these microscopic algae were lined up end-to-end, it would only measure one millimetre. Plankton are the basis of the food web and are responsible for primary production in the ocean using photosynthesis to make food. Filamentous algae are long strands of algae cells that form floating mats. Chara and Nitella algae are upright algae that look like a submerged plant with roots.

1. Types
2. Movement in swamps
3. Common Swamp Animals
4. Common Swamp Insects
5. Common Swamp Plants
6. Swamp Races
7. Swamp Bestiary
8. Swamp Encounters

 

1. Types
Freshwater swamp forests, or flooded forests, are forests which are inundated with freshwater, either permanently or seasonally. They normally occur along the lower reaches of rivers and around freshwater lakes. Freshwater swamp forests are found in a range of climate zones, from boreal through temperate and subtropical to tropical.

Peat swamp forests are swamp forests where waterlogged soils prevent woody debris from fully decomposing, which over time creates a thick layer of acidic peat.

Coniferous swamps are forested wetlands in which the dominant trees are lowland conifers such as northern white cedar. The soil in these swamp areas is typically saturated for most of the growing season and is occasionally inundated by seasonal storms or by winter snow melt. The substrate is usually organic in nature and may contain peat in varying amounts or be composed entirely of muck. The swamp substrate is typically nutrient-rich and neutral to alkaline but can be acidic and nutrient-poor. Coniferous swamps vary in composition, with different species of conifer dominating, and varying amounts of deciduous hardwoods growing within the swamp. A wide diversity of plants is represented within the swamps, with certain species dominating in a variety of microhabitats dependent on factors such as available sunlight (as in cases of trees downed by wind or disease), soil Ph, standing groundwater, and differences of elevation within the swamp such as tussocks and nurse logs.

Peat swamp forests are tropical moist forests where waterlogged soil prevents dead leaves and wood from fully decomposing. Over time, this creates a thick layer of acidic peat. Large areas of these forests are being logged at high rates. Peat swamp forests are typically surrounded by lowland rain forests on better-drained soils, and by brackish or salt-water mangrove forests near the coast. Tropical peatlands, which coexist with swamp forests within the tropical and subtropical moist broadleaf forests biome, store and accumulate vast amounts of carbon as soil organic matter - much more than natural forests contain. Their stability has important implications for climate change; they are among the largest near-surface reserves of terrestrial organic carbon. Tropical peat swamp forests are home to thousands of animals and plants, including many rare and critically endangered species such as the orang-utan and Sumatran tiger, whose habitats are threatened by peatland deforestation.

In usage in the United States, a bayou is a body of water typically found in a flat, low-lying area, and can be either an extremely slow-moving stream or river (often with a poorly defined shoreline), or a marshy lake or wetland. The name "bayou" can also refer to a creek whose current reverses daily due to tides and which contains brackish water highly conducive to fish life and plankton. Bayous are commonly found in the Gulf Coast region of the southern United States, notably the Mississippi River Delta, with the states of Louisiana and Texas being famous for them. A bayou is frequently an anabranch or minor braid of a braided channel that is moving much more slowly than the mainstem, often becoming boggy and stagnant. Though fauna varies by region, many bayous are home to crawfish, certain species of shrimp, other shellfish, catfish, frogs, toads, American alligators, American crocodiles, herons, turtles, spoonbills, snakes, leeches, and many other species.

A bog is a wetland that accumulates peat, a deposit of dead plant material—often mosses, and in a majority of cases, sphagnum moss. It is one of the four main types of wetlands. Other names for bogs include mire, quagmire, and muskeg; alkaline mires are called fens. They are frequently covered in ericaceous shrubs rooted in the sphagnum moss and peat. The gradual accumulation of decayed plant material in a bog functions as a carbon sink. Bogs occur where the water at the ground surface is acidic and low in nutrients. In some cases, the water is derived entirely from precipitation, in which case they are termed ombrotrophic (rain-fed). Water flowing out of bogs has a characteristic brown colour, which comes from dissolved peat tannins. In general, the low fertility and cool climate results in relatively slow plant growth, but decay is even slower owing to the saturated soil. Hence peat accumulates. Large areas of landscape can be covered many metres deep in peat. Bogs have distinctive assemblages of animal, fungal and plant species, and are of high importance for biodiversity, particularly in landscapes that are otherwise settled and farmed.

A marsh is a wetland that is dominated by herbaceous rather than woody plant species. Marshes can often be found at the edges of lakes and streams, where they form a transition between the aquatic and terrestrial ecosystems. They are often dominated by grasses, rushes or reeds. If woody plants are present they tend to be low-growing shrubs. This form of vegetation is what differentiates marshes from other types of wetland such as swamps, which are dominated by trees, and mires, which are wetlands that have accumulated deposits of acidic peat. Marshes provide a habitat for many species of plants, animals, and insects that have adapted to living in flooded conditions. The plants must be able to survive in wet mud with low oxygen levels. Many of these plants therefore have aerenchyma, channels within the stem that allow air to move from the leaves into the rooting zone. Marsh plants also tend to have rhizomes for underground storage and reproduction. Familiar examples include cattails, sedges, papyrus and sawgrass. Aquatic animals, from fish to salamanders, are generally able to live with a low amount of oxygen in the water. Some can obtain oxygen from the air instead, while others can live indefinitely in conditions of low oxygen. Marshes provide habitats for many kinds of invertebrates, fish, amphibians, waterfowl and aquatic mammals. Marshes have extremely high levels of biological production, some of the highest in the world, and therefore are important in supporting fisheries. Marshes also improve water quality by acting as a sink to filter pollutants and sediment from the water that flows through them. Marshes (and other wetlands) are able to absorb water during periods of heavy rainfall and slowly release it into waterways and therefore reduce the magnitude of flooding. The pH in marshes tends to be neutral to alkaline, as opposed to bogs, where peat accumulates under more acid conditions. Saltwater marshes are found around the world in mid to high latitudes, wherever there are sections of protected coastline. They are located close enough to the shoreline that the motion of the tides affects them, and, sporadically, they are covered with water. They flourish where the rate of sediment build-up is greater than the rate at which the land level is sinking. Salt marshes are dominated by specially adapted rooted vegetation, primarily salt-tolerant grasses. Salt marshes are most commonly found in lagoons, estuaries, and on the sheltered side of shingle or sandspit. The currents there carry the fine particles around to the quiet side of the spit and sediment begins to build up. These locations allow the marshes to absorb the excess nutrients from the water running through them before they reach the oceans and estuaries.
Ranging greatly in both size and geographic location, freshwater marshes make up the most common form of wetland in North America.

Wet meadows occur in areas such as shallow lake basins, low-lying depressions, and the land between shallow marshes and upland areas. They also occur on the edges of large lakes and rivers. Wet meadows often have very high plant diversity and high densities of buried seeds. They are regularly flooded but are often dry in the summer.
Vernal pools are a type of marsh found only seasonally in shallow depressions in the land. They can be covered in shallow water, but in the summer and fall, they can be completely dry. In western North America, vernal pools tend to form in open grasslands, whereas in the east they often occur in forested landscapes. Further south, vernal pools form in pine savannas and flatwoods. Many amphibian species depend upon vernal pools for spring breeding; these ponds provide habitat free from fish which eat the eggs and young of amphibians. An example is the endangered gopher frog (Rana sevosa). Similar temporary ponds occur in other world ecosystems, where they may have local names. However, the term vernal pool can be applied to all such temporary pool ecosystems.
Playa lakes are a form of shallow freshwater marsh that occurs in the southern high plains of the United States. Like vernal pools, they are only present at certain times of the year and generally have a circular shape. As the playa dries during the summer, conspicuous plant zonation develops along the shoreline.
Prairie potholes are found in the northern parts of North America as the Prairie Pothole Region. These landscapes were once covered by glaciers, and as a result shallow depressions were formed in great numbers. These depressions fill with water in the spring. They provide important breeding habitats for many species of waterfowl. Some pools only occur seasonally while others retain enough water to be present all year.
Many kinds of marsh occur along the fringes of large rivers. The different types are produced by factors such as water level, nutrients, ice scour, and waves.

A mire or quagmire, sometimes called a peatland, is a wetland terrain without forest cover, dominated by living, peat-forming plants. For botanists and ecologists, the term peatland is a more general term for any terrain dominated by peat to a depth of at least 30 cm (12 in), even if it has been completely drained (i.e., a peatland can be dry, but a mire by definition must be wet). There are two types of mire: bogs and fens. A bog is a landform that due to its location relative to the surrounding landscape obtains most of its water from rainfall (i.e., is ombrotrophic), while a fen is located on a slope, flat, or depression and gets its water from both rainfall and surface water. Also, while a bog is always acidic and nutrient-poor, a fen may be slightly acidic, neutral, or alkaline, and either nutrient-poor or nutrient-rich. A mire is distinguished from a swamp by its lack of a forest canopy; although some bogs may support limited tree or bush growth, mires are dominated by grass and mosses. A mire is distinguished from a marsh by its water nutrients and distribution: marshes are characterized by nutrient-rich stagnant or slow-moving waters while mire waters are located mostly below the soil surface level. A mire is also distinguished from a marsh by its plant life: marsh plants are generally submerged or floating-leaved while those in a mire are not. Relying on rainwater for nutrient input, mires are usually deficient in both nitrogen and phosphorus and may vary widely with regard to nitrogen. The term quagmire is a variant term for mire, the prefix quag- having variously been written as qua-, quab-, quad-, quake-, qual-, quave-, and quaw- in the 16th and 17th centuries, and afterwards the prefixes bob-, gog-, and wag- having also been used in the same way. The relationship among these terms and prefixes is not linguistically clear, though they may all have been an attempt to express the same general idea of shaky, wet, unsteady ground that cannot support the weight of a man or large animal and is therefore dangerous to enter and difficult to leave.

A blackwater river is a type of river with a deep, slow-moving channel flowing through forested swamps or wetlands. As vegetation decays, tannins leach into the water, making a transparent, acidic water that is darkly stained, resembling tea or black coffee. Most major blackwater rivers are in the Amazon Basin and the Southern United States. Some rivers in temperate regions, which drain or flow through areas of dark black loam, are simply black due to the colour of the soil; these rivers are black mud rivers. There are also black mud estuaries. Blackwater rivers are lower in nutrients than whitewater rivers and have ionic concentrations higher than rainwater. The unique conditions lead to flora and fauna that differ both from whitewater and clearwater rivers. Black and white waters differ significantly in their ionic composition. Black waters are more acidic, resulting in an aluminium concentration greater than that of the more neutral white waters. The major difference is the concentrations of sodium, magnesium, calcium and potassium; these are very low in black waters. This has ecological implications. Some animals need more calcium than is available in blackwaters, so for example, snails, which need much calcium to build shells, are not abundant in blackwaters. The lack of dissolved ions in black waters results in a low conductivity, similar to that of rainwater. Black and white waters differ in their planktonic fauna and flora. The black water holds greater numbers of rotifers but fewer crustaceans and mites. These crustaceans are important foods for larval fish. The zones where the two waters mix are attractive to ostracods and young fish. These mixing zones tend to have many animals. Blackwater rivers resemble clearwater rivers in having a low conductivity and relatively low levels of dissolved solids, but clearwater rivers have water that at most only is somewhat acidic (typical pH ~6.5) and very clear with a greenish colour.

In a moor, the maximum distance at which a Spot check for detecting the nearby presence of others can succeed is 6D6×10 feet. In a swamp, this distance is 2D8×10 feet. Undergrowth and deep bogs provide plentiful concealment, so it’s easy to hide in a marsh. A marsh imposes no penalties on Listen checks, and using the Move Silently skill is more difficult in both undergrowth and bogs.

 

2. Movement in swamps
If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the chance of a tumble increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a    -10 penalty on attacks against creatures that aren’t underwater. Deep bog squares are usually clustered together and surrounded by an irregular ring of shallow bog squares.

The bushes, rushes, and other tall grasses in marshes function as undergrowth does in a forest. A square that is part of a bog does not also have undergrowth.

Patches of quicksand present a deceptively solid appearance (appearing as undergrowth or open land) that may trap careless characters. A character approaching a patch of quicksand at a normal pace is entitled to a perception check to spot the danger before stepping in, but charging or running characters don’t have a chance to detect a hidden bog before blundering in. A typical patch of quicksand is 20 feet in diameter; the momentum of a charging or running character carries him or her D4 ×2 feet into the quicksand. Characters in quicksand must make a Swim check every round to simply tread water in place, or to move 5 feet in whatever direction is desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath.
Characters below the surface of a bog may swim back to the surface with a successful Swim check. Pulling out a character trapped in quicksand can be difficult. A rescuer needs a branch, spear haft, rope, or similar tool that enables him to reach the victim with one end of it. Then he must make a Strength check to successfully pull the victim, and the victim must make a Strength check to hold onto the branch, pole, or rope. If the victim fails to hold on, he must make a Swim check immediately to stay above the surface. If both checks succeed, the victim is pulled 5 feet closer to safety.

Common in moors, hedgerows are tangles of stones, soil, and thorny bushes. Narrow hedgerows function as low walls, and it takes 15 feet of movement to cross them. Wide hedgerows are more than 5 feet tall and take up entire squares. They provide total cover, just as a wall does. It takes 4 squares of movement to move through a square with a wide hedgerow; creatures that succeed on a Climb check need only 2 squares of movement to move through the square.

Some marshes, particularly swamps, have trees just as forests do, usually clustered in small stands. Paths lead across many marshes, winding to avoid bog areas. As in forests, paths allow normal movement and don’t provide the concealment that undergrowth does.

Characters knee-deep in the water suffer a -1 to hit and damage rolls, and lose their DEX bonus to AC. In waist-deep water the penalty is -2. If the water is chest deep the penalty is -3, and a +1 penalty to AC applies, and shield use is not possible. If they are sitting atop a mount, or standing within a boat, they (again) lose their DEX bonus to AC and are -1 to hit and damage; they can, however, retain the use of their shields, but doing so under such conditions is awkward, and may result in the character becoming dismounted or falling overboard. Thus, the character must roll his DEX or less to maintain his position and use his shield.

 

3. Common Swamp Animals

Alligator: Alligators are smaller and less aggressive than crocodiles, and have a broad, round snout. Unlike a crocodile, you can’t see an alligator’s teeth when its mouth is closed. Alligators generally hunt prey at night, occasionally forming loose social groups for this purpose. They are cold-blooded and bask in the sunlight to regulate their internal temperatures.

Bird: a distant ancestral relative of the reptile family. By comparison, a bird is typified by a covering of feathers (that
evolved from scales), a four-chambered heart served by an aortic arch, fully separate systemic and pulmonary circulations, a warm-blooded metabolism, large eggs with hard calcareous shells, forelimbs modified into wings, jaws without teeth, and a breastbone enlarged by a ventral keel for the attachment of the pectoral muscles that control the action of the wings. Common birds that live in or migrate through swamps include the common loon, white pelican, brown pelican, anhinga, great blue heron, great egret, cattle egret, marsh bittern, green heron, snowy egret, little blue heron, tricoloured heron, night heron, white ibis, glossy ibis, wood stork, snow goose, whistling swan, wood duck, mallard duck, mottled duck, turkey vulture, osprey, swallow-tailed kite, bald eagle, harrier, red-shouldered hawk, merlin, peregrine falcon, clamper rail, rail, sora, purple gallinule, moorhen, coot, plover, oystercatcher, stilt, avocet, spotted sandpiper, whimbrel, common snipe, woodcock, laughing gull, tern, mourning dove, black skimmer,
screech owl, barred owl, belted kingfisher, ruby-throated hummingbird, redheaded woodpecker, yellow-bellied sapsucker, flycatcher, blue jay, crow, purple martin, tree swallow, marsh wren, mockingbird, warbler, water thrush, swamp sparrow, and red-winged blackbird.

Fish: A fish is typified by an elongated, somewhat spindle-shaped body terminating in a broad caudal fin and limbs in the form of fins (when present at all). Fish have two-chambered hearts by which blood is sent through the thoracic gills to be oxygenated before passing to the organs and tissues of the body and returning in venous condition to the heart. Fish are usually oviparous, often producing great numbers of eggs which are fertilized in the water after they are laid. Common freshwater fish that live in swamps include the longnose gar, bowfin, common carp, golden shiner, fathead minnow, brown bullhead catfish, channel catfish, grass pickerel, chain pickerel, warmouth, bluegill, largemouth bass, black crappie, and yellow perch.

Frog: a smooth-skinned, web-footed, tailless, agile, leaping amphibian that is largely aquatic, feeding chiefly on insect larvae, small fishes, and other water dwellers. Their eggs are laid in clusters, enclosed in a gelatinous matrix from which hatch tadpoles, the tailed, gilled larvae that later metamorphose into 4-limbed adults without tails or
gills. Toads are frogs that live on land, although they are still amphibious.

Lizard: a reptile closely related to snakes. Lizards are distinctive from snakes in that they have a fused and inseparable lower jaw, a single temporal opening, two pairs of well differentiated functional limbs, external ears, and eyes with moveable lids. All have scaly skin and replaceable teeth that lack true sockets, fused to the ridge or side of the jaw.

Mammal: A mammal nourishes its young with milk, has skin covered mostly in hair, a mandible articulating directly with the squamosal, a chain of small ear bones, a brain with four optic lobes, a muscular diaphragm separating the heart and lungs from the abdominal cavity, only a left aortic arch, and warm blood containing red cells without nuclei (except in the fetus). Common mammals that live in and around swamps include the opossum, yellow bat, brown bat, nine-banded armadillo, swamp rabbit, marsh rabbit, fox squirrel, flying squirrel, beaver, marsh rice rat, golden mouse,
hispid cotton rat, woodrat, common muskrat, black bear, common raccoon, bobcat, wild boar, white-tailed deer, coyote and red fox.

Salamander: a small amphibian that superficially resembles the lizard, but is scaleless and covered with a soft, moist skin. Salamanders are usually semiterrestrial as adults and live in dark, moist places. However, just like frogs they pass through a larval stage during which they breathe by gills. Salamanders feed on small animals, such as worms and insects.

Snake: any of the numerous scaly, limbless reptiles with a very elongated body. The mandibles are connected in front by an elastic ligament so that the mouth is very distensible, the eyes are permanently covered by a transparent membrane, and there is only one lung. Snakes are predaceous, in the habit of killing their prey by constriction or by injection of venom with hollow, grooved fangs, and then swallow the prey whole. Snakes lack the tympanum of the ear, but can hear (and smell animal breath) with its forked tongue. Nodules behind the ear allow detection of infrared light, sometimes called ‘snake vision’. Snakes lay eggs and give live birth, depending on the species. Common
snakes that live in swamps include the ring-necked snake, corn snake, common kingsnake, rat snake, plain-bellied water snake, water snake, coachwhip snake, ribbon snake, garter snake, copperhead snake (poisonous), cottonmouth snake (poisonous), pygmy rattlesnake (poisonous) and timber rattlesnake (poisonous).

Turtle: a catch-all name for any of the various carnivorous freshwater and herbivorous terrestrial reptiles that have a trunk mostly enclosed by a strong, thick, convex carapace of dermal plates firmly united with its vertebrae, ribs, sternum and toothless jaws. Common turtles that live in swamps include the mud turtle, snapping turtle, painted turtle, chicken turtle, red-eared slider turtle and box turtle.

 

4. Common Swamp Insects

Black Widow Spider: This ¾-inch spider is known by the female’s red hourglass marking on its black abdomen, possessing a poisonous [equivalent to burnt othur fumes, DMG Poison], often fatal, bite.
Brown Brushfoot Butterfly: This 1¾-inch butterfly is light brown and has prominent black, yellow and white ringed eyespots on its wings.
Bumble Bee: These 1-inch overly bulbous bees gather nectar and pollen, nest underground and only stinging if molested.
Bush Katydid: This ½-inch long, bright green grasshopper feeds on bushes and the foliage of bushes and trees.
Chigger: These tiny 1/16-inch red arachnids produce larva that bite, causing welts and intense itching.
Cockroach: Often considered the scourge of civilization, these 2-inch long insects are at home in the swamp, eating offal, fungus and carrion.
Crane Fly: These 2½-inch, delicate, nectar-sipping flies are harmless, often mistaken for huge mosquitoes as they enter homes.
Daddy-Long-Legs: Although spider-like in appearance, this ½-inch arachnid is not a true spider, lacking a segmented body. Its eight, arching, wiry, long black legs spread out 2-3 inches in all directions. It feeds on spiders, insects and plant juices.
Dragonhunter: Other dragonflies, as well as butterflies, are a primary food source for this striking yellow and black, 3¼-inch dragonfly.
Fire Ant: A dull orange, [1-inch long insect that gives a painful bite.
Firefly: Also known as a “Lightning Bug,” this bizarre ½-inch long beetle flashes light from its abdomen to attract a mate, each species with a unique flashing pattern.
Golden-Silk Spider: This 1-inch orange and black spider builds large, 24 to 36-inch webs.
Horse Fly: This 1-inch long, hairy black fly has red eyes and the females suck blood, a coagulant in her saliva causing bleeding wounds.
Hummingbird Moth: This unusual, brown 1½-inch moth hovers on rapidly beating wings at flowers, often mistaken for hummingbirds.
Lady Beetle: Also known as a “Ladybug,” this ¼-inch beetle has distinctive orange wings with 13 black dots, and feeds on aphids.
Love bug: These delicate, ½-inch, black flies have an orange spot near their heads and are often seen attached, mating while flying.
Luna Moth: This huge, 4-inch silkworm moth has green forewings with purple eyespots and very long, light-green hindwings, often feeding on hickory, walnut and sweet gum trees.
May Beetle: Also called a “june bug” in some quarters, this brown beetle makes a slow, buzzing flight toward light.
Mosquito: ½-inch long, slender flies wherein the female sucks blood and male sucks plant juices.
Palamedes Swallowtail Butterfly: This 4½-inch butterfly is blackish above, with yellow band and spots, feeds on red bay, sweet bay and sassafras leaves (caterpillars are green with orange and black eyespots).
Paper Wasp: 1-inch long brown and yellow wasps that sting, but are not aggressive, and build globular, hanging nests that have a consistency like paper.
Pondhawk: Mosquitoes are a primary food source for this bright green, 1¾-inch dragonfly with dark markings on its abdomen.
Subterranean Termite: ½ -inch long insect that feeds on rotting, moist wood, and is often found living in dead trees.
Tent Moth: This tan, 1½-inch moth transforms from a hairy, black and orange caterpillar that builds communal tents of silk.
Viceroy Butterfly: A2¾-inch butterfly with orange and black markings resembling the monarch, but feeds on willows.
Water Strider: This ½ -inch insect feeds on mosquito larvae by skimming across the surface tension of still water using its long, slender legs.
Water Boatmen: This strange swimming, ½-inch insect has a grey, oval body with scooped forelegs and paddle-shaped hind legs for rowing, and although they can usually be seen darting in circles in water, they can fly quite well.
Wood Tick: This [1-inch oval arachnid buries head under skin to suck the blood of mammals, sometimes causing infections.
Wooly Bear: This 1½-inch moth begins life as a distinctive caterpillar, extremely hairy and fluffy in appearance.
Yellow Jacket: ¾-inch yellow and black wasp that stings repeatedly if bothered.
Zabulon Skipper: 1¼-inch, orange moth with dark orange spots and big black eyes, feeds on grasses.

 

5. Common Swamp Plants
Alligator Weed: A sprawling 3 ft. long plant with half-inch white flowers in rounded, crowded clusters.
Bald Cypress: Up to 130 ft. tall tree with an enlarged, irregular trunk base, often with 1-2 ft. high conical “knees” projecting up from roots. Its light wood
is resistant to both rotting and termite infestation.
Barnyard Grass: A 3 ft. high tufted grass found in marshes.
Black Needlerush: Grows in brackish marshes, with 4 ft. erect stems producing grey, sharp leaves that prick.
Black Willow: Growing waterside, these 75 ft. tall trees produce 8-inch, narrow, hanging leaves.
Bog Hemp: Green flowers produced in 4-inch spikes along the length of this 4 ft. tall plant.
Box Elder: This maple tree extends upward to 65 ft. from a broad, irregular trunk with wide-spreading branches producing 5-inch pinnately compound leaves with 4-inch leaflets.
Broomsedge Bluestem: A 4 ft. tall grass often located on bogs.
Bush Palmetto: A 6 ft. clumping shrub that grows distinctive, 3 ft. wide, pointy, fan-shaped leaves.
Butterweed: Bright yellow, densely clustered, 1-inch flowers form atop erect, 3 ft. tall stems.
Cardinal Flower: Bright red, tubular flowers form along this 6 ft. tall plant that is a favourite of hummingbirds.
Climbing Hempweed: Also known as “pipeweed” by the Bayou Halflings, who smoke it in their pipes.
Common Cattail: Stiff stemmed plant in which females have brown cylinders beneath tan flowers.
Dodders: A tiny scrambling and twining vine, parasitic on a variety of plants, producing small white flowers.
Duckweed: Nearly a millimetre long, this extremely common, green, floating plant can choke stagnant waters in great numbers.
Elderberry: A 13 ft. shrub to small tree, forming 10-inch leaves with 6-inch leaflets, and producing purple berry-like fruit in 16-inch clusters.
Elm: A grey-barked tree with forked trunk and numerous upward-angled branches that droop at ends, reaching heights of 90 ft.
Giant Cane: Bamboo-like stems reach 7 ft. tall, producing narrow leaves and flowers in clusters.
Giant Cutgrass: The largest grass in the region, this 8 ft. tall marsh plant produces 20-inch flower panicles.
Giant Plume Grass: Grows in marshes in clumps, reaching 10 ft. tall and topped in dense foot long flower panicles.
Great Rhododendron: This 15 ft., thicket-forming shrub grows narrow, 6-inch leaves and produces large clusters of 2-inch pink and white flowers.
Green Ash: A 90 ft. tall tree with 8-inch leaves and narrow, 2-inch cream-colored fruit that hangs in dense clusters.
Highbush Blueberry: A 10 ft. shrub with erect branches, 3-inch ovate leaves, and distinctive urn-shaped white flowers that hang down in short clusters.
Hooded Pitcher Plant: A 2 ft. predatory plant that attracts insects, then traps and digests them with its secretions.
Horrible Thistle: A purple flower with stems covered in prickly barbs.
Jack-In-The-Pulpit: The red berries of this swamp plant cause mouth irritation, and unfortunately it draws attention to itself by producing flowers with a maroon-striped, hood-like3-inch spathe curving over in fleshy green spadix.
Live Oak: A sprawling tree extending up to 55 ft. high with stout branches, buttressed trunk and large acorns. It produces elliptical, wavy-edged leaves.
Lizard’s Tail: 3 ft. tall plant forming in extensive colonies, producing tiny, bottlebrush-like flowers with drooping tips.
Marsh Bulrush: An erect, 5 ft. tall sedge atop which is a flower spikelet of open, rounded panicles.
Muscadine Grape: A climbing woody vine that produces green fruit used for jam and wine.
Pepper Vine: A climbing woody vine that produces purple berries, used by the Bayou Halflings as seasoning and for their deadeye spitshot weapon.
Pickerelweed: A 3 ft. tall stalk with lavender flowers in 6-inch spikes.
Plain Willow: A short willow tree, only extending up to 40 ft., producing 8-inch, thin, hanging leaves that distinctively sway in the wind.
Poison Ivy: A climbing vine that can cause severe inflammation with skin contact, and possesses poisonous white fruit.
Poison Sumac: Appearing as a 20 ft. tree or 8 ft. shrub, this shunned plant produces sap that causes a severe rash and grows 12-inch compound leaves with 4-inch leaflets.
Pond Cypress: Ranging from 25-50 ft. at maturity, this smaller cypress is found nearer the seacoast.
Red Chokeberry: A 10 ft. shrub with wand-like stems, 4-inch elliptical leaves, and red berries.
Red Maple: Reddish leaves grow from this 90 ft. tall tree, bearing leaves 3 to 5-lobed and toothed.
River Birch: Growing to 70 ft. at maturity, these black trees grow brown bark in curly plates that hang down its trunk.
Saltmarsh Fleabane: A swamp plant with tiny lavender flowers emitting a camphor scent that repels fleas.
Saltmarsh Cordgrass: A 6 ft. tall grass with 6-inch flowered panicles, dominating tidal mudflats and brackish estuaries.
Saltmeadow Cordgrass: A thin, tufted grass reaching up to 5 ft. high, found in mudflats, saltmarshes and moist meadows.
Sea Oats: Grows on beaches with drifting sand, reaching up to 6 ft. tall 18-inch panicles of flowers.
Sea Purslane: A sprawling, mat-forming 6-ft. long plant dominating salt flats.
Silver Maple: This 90 ft. tall tree produces 6-inch leaves that are lobed and toothed, extending from grey-barked branches and trunk.
Smooth Alder: 25 ft. thicket-forming shrub with 3-inch elliptical leaves.
Snowbell: A 12 ft. shrub or small arching tree, with 3-inch elliptical leaves and a distinctive white flower with strongly recurved petals and yellow anthers.
Southern Magnolia: Often a cultivated plant due to its beautiful, white, 8-inch flowers. This shiny-leaved tree extends as high as 90 ft.
Spadderdocks: A very common, flat-floating water lily that produces 15-inch wide pads and 1-inch yellow flowers above a 4-inch stalk.
Spicebush: A 9 ft. shrub that produces tiny yellow flowers and red berries.
Stinging Nettle: A 5 ft. tall plant with green flowers in dangling clusters, the entirety of which is covered in stinging hairs that cause painful skin irritations.
Swamp Chestnut Oak: Up to 100 ft. tall tree with light grey bark with 9-inch obovate leaves and acorns.
Swamp Cyrilla: A 25 ft. tall, multi-stemmed shrub grows 4-inch leaves with narrow, long clusters of mini white flowers.
Swamp Lily: A 3 ft. tall stem that produces an 8-inch spidery, white flower with six thin petals.
Swamp Rose: A 3 ft., low, multi-branched, thicket-forming shrub with 4-inch compound leaves, producing a 5-petaled, 3-inch wide pink flower
with a yellow centre.
Sweet Bay Magnolia: Although reaching 80 ft., this magnolia produces only 3-inch flowers and dull, leathery, green leaves.
Sweetgum: A 130 ft. tall tree with grey bark and 7-inch lobed leaves with points.
Sweet Pepperbush: A6 ft. tall, multi-branched, leafy shrub that produces tiny flowers with 10 long stamens.
Switch Grass: A many-stemmed grass forming in 6 ft. tall, erect clumps within brackish marshes.
Sycamore: A massive trunk grows up to 115 ft., distinctive because of its grey bark overlaid with peeling patches of tan, producing 10-inch leaves.
Tread Softly: White trumpet-shaped flowers on a 3 ft. tall stem, covered in stinging hairs that produce severe reactions.
Yellow-Eyed Grass: This strange-looking plant has yellow, 3-petaled flowers borne atop pine-cone-like structures.
Yellow-Iris: Produces large, yellow flowers in marshes.
Yellow Lotus: A 3 ft. estuary plant producing a 10-inch wide yellow flower.
Watershield: Produces 4-inch elliptical pads that float above a short stalk.
Water Smartweed: These rose-pink cluster flowers form atop a tall stalk aside floating, oblong pads.
Water Hemlock: A deadly poisonous cluster of tiny white flowers.
Water Hickory: A tall 115 ft. walnut tree, creating narrow, upright branches with 12-inch compound leaves with 4-inch leaflets.
Water Oak: Rising up to 80 ft., this black to grey tree has obovate 4-inch leaves with 3 or 5 lobes and acorns.
Water Tupelo: A buttressed trunk extends up to 80 ft. high, with dark brown bark, oblong, leathery leaves, and dark berries.
White Ash: Up to 90 ft. tall, producing large 12-inch leaves that extend from stout, brown branches.
White Swamp Azalea: A 12-inch, stiff-branched shrub with ovate, 3-inch leaves, producing 2-inch white, trumpet-shaped flowers that hang in clusters.
Wild Olive: This 50 ft. tall tree has a short trunk, slender branches, and produces tiny white flowers that form in bell-shaped clusters.
Winterberry: A 20 ft. rounded, deciduous shrub of the holly family, producing tiny, red berries.

Fungi: These plants lack true chlorophyll and have a body made up of single cells or specialized hyphae. They are often saprophytic or parasitic plants, including molds, mildews, rusts, smuts, mushrooms, toadstools, puffballs, and some yeasts, bacteria and slime molds. Common fungi that live in or around swamps are artist’s fungus, chicken mushroom, destroying angel, meadow mushroom, oyster mushroom, pigskin puffball, ravenel’s stinkhorn, shaggy mane, and witch’s butter.

Lichens: These complex plants are thallophytic, made up a fungus growing in symbiotic association with either of algae or bacteria. They form on solid surfaces, breaking down rocks and trees. Some lichens are sources of food and dyes. There are hundreds of types of lichens in swamps alone.




 

 

 

6. Swamp Races

 

7. Swamp Bestiary
A guide to real and mythological animals which inhabit the forests and jungles.
Type (real) Size (metres) HPs AC Speed (MR)
Ape 1.7 40 6 12
Baboon .6 9 7 12
Beaver .5 2 8 30
Bear 3.6 42 6 12
Lizard Monitor 3 25 5 15
Mole .5 1 10 32
Rabbit .5 1 6 43
Snake 1 17 6 6
Type (fantasy) Size (metres) HPs AC Speed (MR)
Alaghi 1.8 72 4 12
Ankheg 3 24 2 12
Aranea 2 136 7 3
Couatl 3.6 9 5 6/18
Dinosaur Allosaurus 12 120 5 15
Dinosaur Ankylosaurus 4.5 450 0 6
Dinosaur Aptosaur (Brontosaurus) 21 250 5 6
Dinosaur Brachiosaur 27 350 4 15
Dinosaur Ceratosaurus 5.1 64 5 15
Dinosaur Compsognathus .6 10 9 30kph
Dinosaur Deinonychus 3.9 90 4 21
Dinosaur Dimetrodon 2.7 24 4 12
Dinosaur Diplodocus 24 192 6 6
Dinosaur Euparkeria .9 9 5 15
Dinosaur Gallimimus 3.9 30 9 240kph
Dinosaur Gorgosaurus 9 104 5 15
Dinosaur Iguanodon 2.7 24 4 12
Dinosaur Lambeosaurus 6 96 6 12
Dinosaur Monoclonius .9 9 5 15
Dinosaur Plateosaurus  6 24 5 12
Dinosaur Stegosaurus 10 200 0 6
Dinosaur Struthiomimus 4.8 51 6 18
Dinosaur Tanystropheus 9 54 5 6
Dinosaur Teratosaurus 6 60 40 18
Dinosaur Trachodon 9 96 5 12
Dinosaur Triceratops 11 120 2 9
Dinosaur Tyrannosaurus 15 150 5 15
Dinosaur Velociraptor 2.1 75 9 250kph
Dire Wolf 2.4 36 6 18
Giant Beetle 1.2 18 4 9
Giant Praying Mantis 1 16 5 15
Gibberling 1.2 8 10 9
Ophidian Snake 1.5 24 5 9
Owlbear 2.4 42 5 12
Will O'Wisp .3 73 -8 18
Type (fantasy plants) Size (metres) HPs AC Speed (MR)
Fungus Ascomid 2 54 3 12
Fungus Phycomid 1 40 5 3
Fungus Shrieker and Fungus Violet 1 12 7 1
Plant Amber Lotus 1.8 4 9 0
Plant Archer Bush .9 16 9 0
Plant Black Willow 2 86 2 .5
Plant Bloodthorn 3 80 4 .25
Plant Blossomkiller 14 72 9 0
Plant Boring Grass 1.8 32 8 0
Plant Brambleweed 15 8 per 3 metres 8 1
Plant Chokecreeper 6 200 6 .5
Plant Clubthorn Tree 6 48 5 1
Plant Dark Tree 4 80 0 3
Plant Dew Frond 3 24 0 0
Plant Giant Sundew 1 64 7 1
Plant Grab Grass .9 1 per 1.5 metres 9 3
Plant Hangman Tree 6 48 3 0
Plant Kampfult 1 16 4 3
Plant Killer Spruce Tree 9 64 0 0
Plant Mantrap 6 32 6 0
Plant Poisonweed .6 80 8 0
Plant Retch 6 40 8 0
Plant Shambling Mound 1.8 64 0 6
Plant Singing Tree 3 100 7 0
Plant Snappersaw 4.5 40 4 0
Plant Strangling Vine 8 16 5 0
Plant Thornslinger 1.2 32 8 0
Plant Tri-flower Frond 1.5 24 9 3
Plant Twilight Bloom 2.4 24 8 0
Plant Vampire Rose .9 32 7 3
Plant Viper Vine 6 16 8 3
Plant Whip Weed 4.5 16 6 3
Plant Wither Weed 6 16 8 0
Plant Wood Woad 1.5 64 3 6

 

8. Swamp Encounters (D100)
1. Ruins covered in moss with door shaped like gigantic skull. Doorknob is in nose cavity. Eyes fire lasers.

2. Cannibalistic demon-worshipping frogmen looking for their next meal.

3. Troll wandering blindly in pain. Gut is being eaten by giant maggots and constantly regenerating.

4. Will-o-the-wisp will lead over highly dangerous ground to a forgotten dungeon entrance.

5. A swarm of fist-sized Albino spiders pouring over the ground looking for something succulent to enweb, paralyze and lay eggs inside.

6. An orange furred seven foot tall skunk ape who guards a wood and mud altar to an unknown alligator god.

7. Leech priest sacrificing young men, that are tied to an alter, to his dark bloodsucking god.

8. A hollow carapace, as high as a horse and studded with spikes and oddly shaped holes. Appears broken open from inside.

9. The current inhabitants of the hollow carapace, their reaction to the party depends on what the party does. Depending on the size and nature of the squatters the carapace is either a site of squalor, or an enchanted fairly land full of marvels and wonders. On rare occasion tiny creatures with tiny bulldozers and tiny construction projects have been found.

10 Sinkhole, anyone close to the edge, DEX check, but maybe it goes to a parallel world

11. A stinking morass covered in boil like fungal growths. The ‘pus’ inside the fungus is a valuable healing salve, but the morass will suck down anyone heavier than a child.

12. A gloomy surveyor for a doomed road project. He had mapped a lot of the swamp and is hungry for news and liquor.

13. Werepigs, a wallow village of the filthy debauched creatures.

14. A human corpse in swamp rotted finery, its identity is impossible to determine without necromancy as swamp crabs have eaten the face, ears and palms.

15. A bayou Halfling selling boiled spicy swamp crabs, information, and perhaps poison, he seems in a hurry and keeps looking over his shoulder.

16. Lost troop of tired and worn mercenary horse, they don’t realize it but they are cursed and have wandered the swamp for one hundred and thirty six years.

16 a carriage stuck in the mud, broken doors and blood splattered. nearby by you hear a scream from a female for help, its a female devilswine stuck in a silver toothed trap, she looks human

17. Gigantic mushrooms, as talk as 2 men. They whisper secrets and events of the characters past when they pass by. Eat one- Roll INT check. Roll under gain 1d4 Int. Roll over lose 1d6 int. permanent.

18. A tree with thousands of copper and silver pieces nailed into it. Also maybe a curse.
19. Three ravens follow you for a day, cawing loudly, close inspection will show they have spider eyes. A horde of spider riding black cowled gnomes will arrive the next day demanding a sacrifice to gift for their mother deity.

20. A fence made of painted skulls. If crossed without nailing a coin to a certain tree it will curse the trespasser with transformation into a werepig.

21. A 1/2 rotted river boat (sidewheeler or pleasure barge), its port side sunk deep in a weedy mud bank.

22. A solid seeming island with a few abandoned lean too and many trees. It looks like a good place to camp but is infested by snakes, including the ethereal kind that poisons a man’s dreams.

22. A shady bayou leading to a small, sunny pool among the hanging trees. The verdant quiet seems to be broken by the sound of something immense breathing…

24. An area of rich fishing holes also teaming with fat tasty frogs the size of dinner plates.

25. Industrious green furred giant swamp beavers.

26. A telepathic ant swarm that moves like a man, wants to discuss the finer points of horticulture.

27. A line hermit mud farmer. His hut is built at a bizarre angle. It is 10x bigger and luxurious on the inside.

28. A small cemetery. Several tombstones bear player’s names.

29. Tiny pinkish-orange eggs in a large mound at the swamp’s edge. Two demonic gators protect their young by lying in wait under the surface.

30. A small castle that has sunk into the swamp, clearly showing fire damage. Several of the upper chambers are above ground, the rest are beneath the mud but possibly accessible internally. A large constrictor has made its home here. (Optional – Beneath the castle is another castle)

31. Nyarlathotep.

32. A swarm of stirges bloated and high from feeding on the blood of a three-eyed albino crocodile. If you can nab one and squeeze out the half-digested blood it has interesting alchemical properties.

33. The spongy ground gives way to clear and extraordinarily cold ankle-deep water. The water is very clear and the ground beneath is smooth, bluish stone. Meticulous abstract patterns cover the stone. The patterns appear to slowly spiral and coil. Any PC examining the patterns closely is affected as by Charm Person except that s/he may be influenced by anyone as if they had cast the spell.

34. A long low wail can be heard, at first in the distance but suddenly much closer to the PCs. The wail turns into a frantic gurgling then abruptly stops and the PCs are assaulted by the thick stench of rotting flesh for 1d20 minutes.

35. The hindquarters of a black goat has been nailed through the ankles to a tree nearby. The slick viscera buzz with a shimmering blue cloud of flies. The buzzing conglomerates into a laconic voice that will converse with the PCs but steadfastly refuses to answer any questions, saying it has already done its part and wants them to leave it in peace to feed.

36. A human skull sitting atop a waist-high stump. The stump is decorated with hemp strands strung with finger bones and bird feathers. Jutting up out of the skull’s jaws is an ornate hilt of snake-like mermaids twisting around one another. Dark laughter echoes through the canopy, frightening nearby birds, if the longish dagger is pulled from the stump.

37. A pile of 2D4+1 dirty green glass vials is half buried in a muddy creek bank. The vials are stoppered and filled with clear thin slime. Anyone consuming the contents will lose all body hair in 1d4 hours and then grow fine scales over the next D10 days. The growing scales are painful and itchy but drop off on the last day whereupon all body hair grows back gradually but is stark white.

38. Angry spirit of a wife who was stabbed, poisoned, hung, gutted, and drowned by her husband. She seeks vengeance, and will not harm any who agree to help her.

39. A four foot, pink salamander hauls its slimy girth from a stagnant mud hole and slowly opens its wide mouth. Like pearls in the flesh of an oyster, three snow white and saliva-glistening faces, nose-less and with black eyes but otherwise human-like, grow out of its vivid orange gums. The faces can speak but only incoherently (it knows the sound of language but not language). It will not attack but the faces can spit poisonous gobs.

40. Sentient necrotic cyst that is looking for a new host to live in. The person that agrees to become its host loses 1/2 Con, but is immune to all diseases and poisons.

41. Dead faces leer from beneath the water of the swamp. Anyone venturing too close or touching the water might be dragged down.

42. The PCs’ gums and teeth suddenly feel grimy and dry. A thick mold has rapidly grown in their mouths and will continue growing until they rinse with a strong alcohol. The mold poses no danger unless they fall asleep for 4 hours or more, in which case the growth has a 1 in 10 chance of growing into the back of their throats and obstructing breathing. Additionally, moldy-mouthed PCs are not well-received in town.

43. A band of lepers wrapped in soiled, pinkish bandages caper as best as their fragile bodies allow while moaning praise to the God of Weeping Sores. They will try to pull the PCs into erotic embraces up to the point of the PCs resisting with potentially lethal violence — at which point the lepers flee, howling and cursing.

44. The gristmill. An old mill leans awkwardly, but continues to turn. A family of insane “Deliverance-ish” pixies make their home in the rafters. The grist mill is in perfect working order despite its appearance.

45. The horrible mechano-ooze, an escaped wizard’s project, wanders the swamp. It’s mechanical peg-leg thumping as it shuffles and undulates, looking in search of food.

46. A 100 foot length of only semi-rotted wooden walkway stretches to the north, about 5 feet off the ground. A young devil-swine boy sits fishing at the far end.

47. A stilt village of Halflings all armed with silver weapons (mostly sling bullets). A huge pig roasts in the centre of the village.

48. A cursed fishing village.

49. 3 Monks stand one-footed atop 35 foot high wooden pillars (of which there are 6). Deep in meditation above the watery marsh, which roils with giant bog-eels, they remain unmoving. Are they finding enlightenment? Or merely suicidal?

50. A hidden giant intelligent turtle provides a dry spot to camp, complete with a tree that provides cover from the light rain, and a previously used fire pit. In the middle of the night she will knock campers off her back and eat them.

51. A part-submerged stone dome is in fact the top part of the head of a titanic statue of a frog. A hidden entrance in one eye leads — via a One Page Dungeon of the GM’s choice — to the hollow interior that in turn leads to another dimension, the Hell of the Thousand Frogs.

52. Swamp Dog is lost and hungry. Feed Swamp Dog to gain a mangy but loyal friend.

53. A lizard man stylite shaman (as level 4 cleric) sets atop a ten foot wooden column. Will answer questions like a sage for appropriate donation or offering. He is however quite mute.

54. A wooden causeway crosses your path, a distance along it you can see what appears to be vagabonds being attacked by giant mosquitoes.

55. Two 25ft tall totem poles, which have been worn away over the years, stand guard over a mound that rises from the mire. If offerings are made on the mound, the spirit of Mad Tooth the Crocodon will come forth and grant boons accordingly.

56. A strange talking ranger will helpfully point out the most deadly and dangerous creatures in the swamp, and then poke them to show you.

57. A formation of otherwise harmless swamp gas; 40% chance of a will o wisp hiding amongst the vapours.

58. A sunken graveyard. Bog zombies rise up out of the muck. 1 in 6 chance they explode when hit.

59. Large sailing ship stuck in the mire. Hundreds of years old. Miles from open ocean.

60. A shanty inhabited by swamp ogres. They are relatively benign, but have very strong religious convictions and do not approve of profanity.

61. A group (1-6) of hillbilly hand fishing Halflings.

62. An old man in tattered robes sits on the moist ground. His head lolls and as he sways and claps in an arrhythmic pattern. He seems quite mad and responds to no inquiries. After three rounds, his summoning spell is complete.

63. A circle of dead Cypress trees. In the centre of them is a raised circular alter made from ornately carved alabaster and ivory bricks. At the top of this circular alter sits a petrified creature that resembles a horrible blending of a warthog, a squirrel, and a carp. The mouth is wide open. It also has an outstretched open hand. Anything placed in its mouth will be teleported inside the person’s stomach that made the offering. Anything placed in its hand will be teleported… somewhere else.

64. An old man is found impaled on the top of a pole-axe. His intestines have been removed from the horizontal slice across his abdomen and used to decorate nearby bushes. A family of vampiric birds have began to nest in his chest cavity. They tend to be very territorial.

65. A large mound surmounted by a set of totems. A submerged entrance leads into the mound, an ancient barrow a home of Sline the Hunger, an adult Black Dragon. He’s bored, talkative and terribly evil.

66. An expanse of shallows covered in a lush field of pink and white lilies.

67. A shrill voice on the wind seems to come from everywhere and nowhere. It sinks into your bones. It moves through you and yet never leaves. The swamp water ripples with each syllable. Everyone hears something different. Some hear lost loved ones, while others hear the sing-song voice of screaming children.

68. A hot geyser erupts sporadically. Each time it does one of the following shoots out with it;
1. Gold (2D100 gold)
2. Body parts
3. Giant leeches
4. Noxious gas
5. Goblins that are treating it some wild ride.
6. Shoots out blood instead of water

69. The fresh corpse of a swamp coot floats faces down in the muck. If flipped over the PCs discover the body is covered in leeches.

70. Living spell: Cloudkill.

71. A hag, on some self important errand for her pet turtle Mikey. Hates elves of all species with a red hot passion.

72. Small waterhole consisting of alcohol. All nearby trees are sagging and drunk, sings songs at night.

73. A rocky outcropping rising from the muck. A small hut is built precariously from the side of the spire. It was once painted bright colours but now is flaking and covered in mosses. The hut has been abandoned for years, and its rotting supports will crumble if a person or persons weighing more than 200Lbs walks the hut’s floors. Falling 20′ to the swamp inside the hut will result in 2D6 damage and require a STR check to escape the wreckage without drowning. If the PC makes a Save vs. Paralysis they may leap clear into the filthy leech infested waters without harm.

74. Order of the Moist Monks. Each one lives on pirogues that carries a tiny wooden hut. Rumours have it there’s a Mothership Pirogue, giving birth to these strange vessels.

75. A pack (D8) of Dire Nutria. These large swamp rats are herbivores but are quite territorial of their patch of the water. 10% chance they carry disease.

76. A pack of mutated feral dogs lives in this section of the swamp. They have webbed feet, long tongues, and a noxious breath that is said to make the faint of heart… faint.

77. A hermit that has had his tongue consumed by a crustacean-like parasite. The creature speaks in a high-pitched gravely voice, has all the memories of all the people who’s tongues it has consumed.

78. 10 +9D10 Piranhas in the water.

79. A small island echoes with the sounds of birds. It is covered in tiny ground nests each gruesomely decorated by their avian residents. The ocular bower bird has a nasty habit of collecting the eyeballs of other creatures and posting them outside their nest to attract a mate. Legend claims that these eyes make useful magical regents, it also claims that when in a mating frenzy the birds with attempt to pluck the eyes even from living creatures.

80. Soggy sunken graveyard, D4 shambling mounds.

81. Man-sized singing frog. Lazy eyes.

82. Sink holes leading to a small only slightly soggy cavern complex. Lots of snakes.

83. A floating moaning human skull wreathed in green flame. Can cast 3 randomly chosen spells of any kind a day. A large swamp diamond worth 666 gp is stuck in the skulls magnum foramen.

84. A small floating island hovering 30ft off of the ground. The rock is covered in thick vines and moss. A structure can be seen on time. It shines at night.

85. Shoulder high reeds as far as you can see. They are unpleasantly sharp, infested with midges and likely conceal predators.

86. A gigantic weeping willow. Believe to hold the lost treasure of the famous pirate Bloody Ben. A savage and ferocious swamp dryad protects the tree.

87. A horrible hang that has a gigantic twitching hump on her back. If ever exposed it is actually her conjoined twin. They are attempting a spell that will blot out the sun in the swamp for 2d10 years.

88. A giant catfish, which if subdued grants one wish.

89. Quicksand and an angry water elemental/water weird.

90. A dead-looking twisted and gnarled tree. Tendrils fall off the branches into the mouths of various humanoids. They hang a few feet off of the ground. Their flesh is gone and bodies look to be dehydrated.

91. A sextet of tiny malformed homiculi each riding a dragonfly mount. They will pledge allegiance to a reasonably powerful magic user in exchange for a steady supply of fresh fruit ( although offers of tomatoes will be refused, as the homiculi do not know a tomato is a fruit).

92. Tar pits formed by the demonic melding of a fire and earth elemental.

93. A 150 foot tall, dinosaur like reptile that walks upon two legs slumbers deep under the mire. Is awakened upon the casting of magic spells equivalent to 4th level or higher.

94. A dirty glass jar bobs along in the swamp water. Inside is a tiny old man wearing naught but a filthy loincloth; if freed he will laugh, then dive into the water and disappear.

95. You come across the half digested corpse of an obese man that is mostly submerged in the water. Beneath the surface you can see the glint of something moving. If you investigate, a swarm of underwater silver swamp cockroaches try to devour you as well.

96. A great mound of peat, burning like an out of control tire fire. 50% chance the extreme heat of the fire attracts a salamander.

97. Tiny blue flowers. Fragrant, edible.

98. In a roughly 30 feet radius circle of the swamp a mysterious creature lies in wait inches beneath the swamp mud. The creature itself is only a few inches thick and its skin seems to have the same consistency as mud. It allows its prey to continue on after walking on it. The fragments of its skin however stuck to the bottom of their feet or boots slowly climbs the limbs and when it touches skin slowly melds with the host. The creature will lose 1 point of Constitution every day, and if it dies from this, the corpse will excrete 1D10 of these creatures.

99. Tiny blue flowers. Fragrant, poisonous.

100. The lost spirits of restless adventurers haunt the watery byways of the swamp. A local legend says that if you see faces in the water to throw a gold coin at them. Otherwise they will attempt to possess you.

 

 

Beyond Heroes Dimensions The Nature Sourcebook