TEXT: SWAMP OF DEATH 
   
  Blood covers the wet, swampy ground. Some of it is yours, but much of it is not. You had the 
  delegates under your protection, if only for a short while. Tracks in the mud lead deeper 
  into the Flooded Forest, and your time may be running out. Can you rescue the delegates 
  and escape the foul swamp before they meet an untimely end at the hands of their captors? 
   
   
   
  A Two-Hour Adventure for 11th–16th Level Characters 
   
   
   
  ALEX KAMMER & ED GREENWOOD 
  Adventure Designers 
   
  Adventure Code: CCC-GHC-09 
   
  Story Concept: Ed Greenwood & Alex Kammer 
  Editing and Layout: Dave Zajac 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, 
  Alan Patrick 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
  of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the 
  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   SWAMP OF DEATH 
  2 
   
  INTRODUCTION 
  Welcome to Swamp of Death, the final chapter in a 
  three-part adventure that is part of the official D&D 
  Adventurers League™ organized play system. 
   This adventure is designed for three to seven 
  11th-16th level characters, and is optimized for 
  five 13th-level characters. Characters outside this 
  level range cannot participate in this adventure. 
   Swamp of Death is set in the Flooded Forest, south 
  and east of the Moonsea. In the previous adventure, 
  Death in the Ruins, the characters entered the great 
  swamp known as the Flooded Forest in search of 
  survivors from an ambushed trade delegation 
  destined for Calaunt. They found their charges, but 
  ultimately lost them again during a yuan-ti attack. 
  Can the characters rescue the delegates and escape 
  the foul swamp before they meet an untimely end at 
  the hands of the yuan-ti? 
  THE D&D ADVENTURERS 
  LEAGUE 
  This adventure is official for D&D Adventurers 
  League play. The D&D Adventurers League is the 
  official organized play system for DUNGEONS & 
  DRAGONS®. Players can create characters and 
  participate in any adventure allowed as a part of the 
  D&D Adventurers League. As they adventure, 
  players track their characters’ experience, treasure, 
  and other rewards, and can take those characters 
  through other adventures that will continue their 
  story. 
   If you’re running this adventure as a part of a store 
  event or at certain conventions, you’ll need a DCI 
  number. This number is your official Wizards of the 
  Coast organized play identifier. If you don’t have a 
  number, you can obtain one at a store event. Check 
  with your organizer for details. 
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, 
  they attach those characters to a storyline season, 
  which determines what rules they’re allowed to use 
  to create and advance their characters. Players can 
  continue to play their characters after the storyline 
  season has finished, possibly participating in a 
  second or third storyline with those same characters. 
  A character’s level is the only limitation for 
  adventure play. A player cannot use a character of a 
  level higher or lower than the level range of a D&D 
  Adventurers League adventure. 
   For more information on playing, running games 
  as a Dungeon Master, and organizing games for the 
  D&D Adventurers League, please visit the D&D 
  Adventurers League home at: 
   
  www.dndadventurersleague.org 
  PREPARING THE ADVENTURE 
  Before you show up to Dungeon Master this 
  adventure for a group of players, you should do the 
  following to prepare: 
   Make sure to have a copy of the most current 
  version of the D&D Basic Rules or the Player’s 
  Handbook. 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use 
  in a combat. 
   Get familiar with the monster statistics in the 
  Appendix. 
   Gather together any resources you’d like to use to 
  aid you in running this adventure--such as 
  notecards, a DM screen, miniatures, and 
  battlemaps. 
   If you know the composition of the group 
  beforehand, you can make adjustments as noted 
  throughout the adventure. 
  BEFORE PLAY AT THE TABLE 
  Ask the players to provide you with relevant 
  character information: 
   Character name and level 
   Character race and class 
   Passive Wisdom (Perception)—the most common 
  passive ability check 
   Anything notable as specified by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players that have characters outside the adventure’s 
  level range cannot participate in the adventure 
  with those characters. Players with ineligible 
  characters can make a new 1st-level character or use 
  a pregenerated character. Players can play an 
  adventure they previously played or ran as a 
  Dungeon Master, but not with the same character. 
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from 
  the organizer). The player fills out the adventure 
  name, session number, date, and your name and DCI 
  number. In addition, the player also fills in the 
  starting values for experience, gold, downtime, 
  renown, and number of permanent magic items. He 
  or she fill in the other values and write notes at the 
  conclusion of the session. Each player is responsible 
  for maintaining an accurate logsheet. 
   If you have time, you can do a quick scan of a 
  player’s character sheet to ensure that nothing looks 
  out of order. If you see magic items of very high 
  rarities or strange arrays of ability scores, you can 
  ask players to provide documentation for the 
  
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   SWAMP OF DEATH 
  3 
   
  irregularities. If they cannot, feel free to restrict item 
  use or ask them to use a standard ability score array. 
  Point players to the D&D Adventurers League Player’s 
  Guide for reference. 
   If players wish to spend downtime days and it’s 
  the beginning of an adventure or episode, they can 
  declare their activity and spend the days now. 
  Alternatively, they can do so at the end of the 
  adventure or episode. Players should select their 
  characters’ spells and other daily options prior to the 
  start of the adventure, unless the adventure specifies 
  otherwise. Feel free to reread the adventure 
  description to help give players hints about what 
  they might face. 
  ADJUSTING THE ADVENTURE 
  Throughout this adventure, sidebars provide 
  information to assist you in making adjustments for 
  smaller or larger groups and characters of higher or 
  lower levels than the adventure is optimized for. 
  This is typically used for combat encounters. 
   You may adjust the adventure beyond the 
  guidelines given in the adventure, or for other 
  reasons. For example, if you’re playing with a group 
  of inexperienced players, you might want to make 
  the adventure a little easier; for very experienced 
  players, you might want to make it a little harder. 
  Therefore, five categories of party strength have 
  been created for you to use as a guide. Use these as a 
  guide, and feel free to use a different adjustment 
  during the adventure if the recommended party 
  strength feels off for the group. 
   This adventure is optimized for a party of five 
  13th-level characters. To figure out whether you 
  need to adjust the adventure, do the following: 
   Add up the total levels of all the characters. 
   Divide the total by the number of characters. 
   Round fractions of .5 or greater up; round 
  fractions of less than .5 down. 
  You’ve now determined the average party level 
  (APL) for the adventure. To figure out the party 
  strength for the adventure, consult the following 
  table. 
  Determining Party Strength 
  Party Composition  
   
  Party Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or 
  may not offer suggestions for certain party strengths. 
  If a particular recommendation is not offered for 
  your group, you don’t have to make adjustments. 
  RUNNING THE ADVENTURE 
  As the Dungeon Master of the session, you have the 
  most important role in facilitating the enjoyment of 
  the game for the players. You help guide the 
  narrative and bring the words on these pages to life. 
  The outcome of a fun game session often creates 
  stories that live well beyond the play at the table. 
  Always follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that enhance 
  the fun of the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the 
  following: 
   You are empowered to make adjustments to the 
  adventure and make decisions about how the 
  group interacts with the world of this adventure. 
  Doing so is especially important and applicable 
  outside of combat, but feel free to adjust the 
  adventure for groups that are having too easy or 
  too hard of a time. 
   Don’t make the adventure too easy or too difficult 
  for a group. Never being challenged makes for a 
  boring game and being overwhelmed makes for a 
  frustrating one. Gauge the experience of the 
  players (not the characters) with the game, try to 
  feel out (or ask) what they like in a game, and 
  attempt to give each of them the experience 
  they’re after when they play D&D. Give everyone a 
  chance to shine.  
   Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, 
  since play loses momentum when this happens. At 
  the same time, make sure that the players don’t 
  finish too early; provide them with a full play 
  experience. Try to be aware of running long or 
  short. Adjust the pacing accordingly. 
   Read-aloud text is just a suggestion; feel free to 
  modify the text as you see fit, especially when 
  dialogue is present. 
   Give the players appropriate hints so they can 
  make informed choices about how to proceed. 
  Players should be given clues and hints when 
  appropriate so they can tackle puzzles, combat, 
  and interactions without getting frustrated over 
  lack of information. Doing so helps to encourage 
  immersion in the adventure and gives players 
  “little victories” for figuring out good choices from 
  clues. 
  
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   SWAMP OF DEATH 
  4 
   
  In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about 
  facilitating a fun, challenging game environment for 
  the players. The Dungeon Master’s Guide™ has more 
  information on the art of running a D&D game. 
  DOWNTIME AND LIFESTYLE 
  At the beginning of each play session, players must 
  declare whether or not they are spending any days 
  of downtime. The player records the downtime 
  spent on the adventure logsheet. The following 
  options are available to players during downtime 
  (see the D&D Basic Rules or the D&D Adventurers 
  League Player’s Guide for more information): 
   Catching up 
   Crafting (exception: multiple characters cannot 
  commit to crafting a single item) 
   Practicing a profession 
   Recuperating 
   Spellcasting services 
   Training 
  Other downtime options might be available during 
  adventures or unlocked through play, including 
  faction-specific activities. 
   In addition, whenever a character spends 
  downtime days, that character also spends the 
  requisite expense for his or her lifestyle. Costs are 
  per day, so a character that spends ten days of 
  downtime also spends ten days of expenses 
  maintaining his or her lifestyle. Some downtime 
  activities help with or add lifestyle expenses. 
   
   
  SPELLCASTING SERVICES 
  Any settlement the size of a town or larger can 
  provide some spellcasting services. Characters need 
  to be able to travel to the settlement to obtain these 
  services. Alternatively, if the party finishes an 
  adventure, they can be assumed to return to the 
  settlement closest to the adventure location. 
   Spell services generally available include healing 
  and recovery spells, as well as information-gathering 
  spells. Other spell services might be available as 
  specified in the adventure. The number of spells 
  available to be cast as a service is limited to a 
  maximum of three per day total, unless otherwise 
  noted. 
  Spellcasting Services 
  Spell 
   
   
   
  Cost 
  Cure wounds (1st level) 
   
  10 gp 
  Identify  
   
   
  20 gp 
  Lesser restoration 
   
  40 gp 
  Prayer of healing (2nd level) 
  40 gp 
  Remove curse 
   
   
  90 gp 
  Speak with dead  
   
  90 gp 
  Divination 
   
   
  210 gp 
  Greater restoration 
   
  450 gp 
  Raise dead 
   
   
  1,250 gp 
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may 
  request one spell per day from the Spellcasting Services table 
  for free. The only cost paid for the spell is the base price for 
  the consumed material component, if any. 
  DISEASE, DEATH, AND RECOVERY 
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or are killed. Since you might not 
  have the same characters return from session to 
  session, here are the rules when bad things happen 
  to characters. 
  DISEASE, POISON, AND OTHER DEBILITATING 
  EFFECTS 
  A character still affected by diseases, poisons, and 
  other similar effects at the conclusion of an 
  adventure can spend downtime days recuperating 
  until such time as he or she resolves the effect to its 
  conclusion (see the recuperating activity in the D&D 
  Basic Rules). 
   If a character doesn’t resolve the effect between 
  sessions, that character begins the next session still 
  affected by the debilitating effect. 
  
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   SWAMP OF DEATH 
  5 
   
  DEATH 
  A character who is killed during the course of the 
  adventure has a few options at the end of the session 
  (or whenever arriving back in civilization) if no one 
  in the adventuring party has immediate access to a 
  raise dead or revivify spell, or similar magic. A 
  character subject to a raise dead spell is affected 
  negatively until all long rests have been completed 
  during an adventure. Alternatively, each downtime 
  day spent after raise dead reduces the penalty to 
  attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity 
  might provide. 
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of 
  the other options, the player creates a new character. 
  The new character does not have any items or 
  rewards possessed by the dead character. 
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any 
  vital organs and is mostly whole) and the player 
  would like the character to be returned to life, the 
  party can take the body back to civilization and use 
  the dead character’s funds to pay for a raise dead 
  spell. A raise dead spell cast in this manner costs the 
  character 1,250 gp. 
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise 
  dead spell is paid for by the party at the end of the 
  session. Other characters are under no obligation to 
  spend their funds to bring back a dead party 
  member.  
   Faction Charity. If the character is of level 1 to 4 
  and a member of a faction, the dead character’s body 
  can be returned to civilization and a patron from the 
  faction ensures that he or she receives a raise dead 
  spell. However, any character invoking this charity 
  forfeits all experience and rewards from that session 
  (both those earned prior to and after death during 
  that session) and cannot replay that episode or 
  adventure with that character again. Once a 
  character reaches 5th level, this option is no longer 
  available. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Additional Credits 
  Adventurers League logsheet image Dave Zajac & Wizards of 
  the Coast 
  Faction images Wizards of the Coast 
  Snake on a branch © 2015 Dean Spencer, used with 
  permission. All rights reserved. 
  Dragon attacking silhouette public domain from 
  openclipart.org 
  Frogemoth image by Jacob E. Blackmon, from Stock Art: 
  Frogemoth on DriveThruRPG 
  Dryad image Publisher’s Chice Quality Stock Art © Rick 
  Hershey / Fat Goblin Games 
  Snake-headed fiend image by GaryDupius, from Stock Art: 
  Snake-Headed Fiend on DriveThruRPG 
  King Hizsi’s throne room battlemap Lloyd Metcalf 
  Swamp landscape image River Landscape by Annibale 
  Carracci (1590), public domain from Wikimedia Commons 
  Snake image public domain from openclipart.org 
  Adventurers League “We Want You” promotional image 
  Wizards of the Coast 
  Longbow image public domain from openclipart.org 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   SWAMP OF DEATH 
  6 
   
  SWAMP OF DEATH 
  Back off, or the lizard gets it! 
  — Unknown Visitor to the Realm of King Hizsi, 
  Lord of the Flooded Forest 
  ADVENTURE BACKGROUND 
  In the previous adventures, The River Runs Red and 
  Death in the Ruins, the characters were hired by an 
  agent of the Golden Paragon Trading Company, 
  Furjur the Flippant, to protect a trade delegation 
  heading down the River Lis. The trade delegation, 
  led by Bellamin Pegason, was ambushed by a rival 
  trading cabal, House Nanther of Melvaunt. The 
  characters arrived at the site of the ambush after the 
  attacks and found signs that survivors had fled east 
  along a side channel of the river into the great 
  swamp knows as the Flooded Forest. 
   The characters eventually caught up with the 
  surviving delegates just outside of the ruins of Fort 
  Dalton. Upon realizing they were not a threat, the 
  two remaining survivors, Bellamin Pegason and his 
  body guard, Xavtin Darkeyes, happily joined their 
  rescuers. Still intent on completing their mission, the 
  survivors insisted that the characters press onward. 
  They group headed south in an attempt to escape 
  the terrible swamp and make their way from the 
  Flooded Forest to the safety of Calaunt. 
   After an attack by several shambling mounds, a 
  yuan-ti pureblood emissary of King Hizsi, the self-
  proclaimed Lord of the Flooded Forest, confronted 
  the characters. Upon declining an offer to grovel 
  before the emissary and pledge their undying loyalty 
  to her “king”, the party was attacked by several 
  yuan-ti, including one mounted on a froghemoth. 
  They eventually prevailed against the terrible 
  snakefolk, but in the aftermath of the engagement, 
  the characters realized that both Bellamin and 
  Xavtin were missing, presumably taken prisoner by 
  the yuan-ti during the battle. 
   Swamp of Death picks up with the characters 
  having found obvious yuan-ti tracks and two sets of 
  booted footprints heading southeast and deeper into 
  the Flooded Forest. 
   
   
   
   
   
   
   
   
   
  ADVENTURE OVERVIEW 
  Swamp of Death consists of three parts. 
   Part 1: A Visit with an Old Friend. As the 
  characters follow the trail in pursuit of the abducted 
  delegates, they are confronted by the same green 
  dragon that they fought off in Death in the Ruins. The 
  dragon, Jade, is not pleased with the characters and 
  tells them so before she attacks. 
   Part 2: An Odd Oasis. Following the fight with 
  Jade, the party encounters a froghemoth lair. The 
  froghemoth and its young viciously attack the 
  characters. After surviving the encounter, they come 
  upon a beautiful island rising out of the swamp. This 
  island is the home of several dryads. While likely and 
  reasonably suspicious of such unexpected beauty in 
  an unlikely location, the island is, nonetheless, an 
  oasis for the characters. If desired, they can take a 
  much needed rest and be unmolested for as long as 
  they choose to remain. 
   Part 3: Kneel Before Your King! After a long 
  pursuit, the characters finally catch their quarry. The 
  fleeing yuan-ti have taken the trade emissaries to 
  King Hizsi, a yuan-ti anathema, and the self-
  proclaimed “Lord of the Flooded Forest”. The 
  characters must battle King Hizsi and his minions to 
  rescue their charges and finally be free of the awful 
  Flooded Forest. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  © Dean Spencer 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   SWAMP OF DEATH 
  7 
   
  PART 1: 
  A VISIT WITH AN OLD FRIEND 
  Expected Duration: 30 minutes 
   
  A Note to the DM 
  Before starting this adventure, inquire if the players 
  previously played Death in the Ruins. If they did (which is 
  likely), ask them how it ended – either with Bellamin and 
  Xavtin being taken prisoner or with the trade documents 
  being taken. You may have a mix of outcomes, and if so, go 
  with the ending that fits the majority of the players. The 
  boxed text makes no assumptions about how the previous 
  adventure ended, but it is still a good idea to make the state 
  of affairs clear to the players before they begin. If desired, 
  you can adjust the boxed text to suit your needs. 
  When the adventure opens, the characters find 
  themselves in the Flooded Forest, fully rested, after 
  surviving a yuan-ti attack. It is presumed to be 
  daytime, but it can be any time of day. The party is 
  following the obvious tracks of the yuan-ti that 
  abducted Bellamin and Xavtin. Around them, the 
  unrelenting and foul swamp extends in all directions. 
  When the players are ready to begin the adventure, 
  read or paraphrase the following: 
  It has been a long week. What sounded like some easy coin 
  for a straightforward bodyguard/protection gig has turned 
  into a nightmare—a soggy, smelly, and endless nightmare. 
  You find yourselves somewhere deep in the trackless swamp 
  known as the Flooded Forest. Your feet are wet, your nostrils 
  are full of its foul and rotten stench, and the local yuan-ti that 
  call the swamp home have thwarted you at every turn. The 
  snakefolk are apparently in service to some creature that 
  calls itself “King Hizsi” and claims the title “Lord of the 
  Flooded Forest”. Great. At least the hideous creatures had 
  the decency to leave you a fairly obvious trail to follow. 
   
  Moving deeper, the sounds, sights, and smells of the vast 
  swamp engulf you. As you wind your way through and 
  around pools of foul smelling water, deeper fens, and shallow 
  lakes, you are accompanied by the constant buzzing of biting 
  insects and the odd barks and howls that endlessly echo 
  through the swamp. You continue to be surrounded by heavy 
  vegetation and rotting trees canted at odd angles and 
  covered with serpentine vines. 
   
  Just when you think this day could not possibly get any 
  worse, the sky above you darkens, and a massive winged 
  shape glides overhead. Its beautiful gleaming green hide 
  sparkles in the sun when it passes, and moments later, it 
  banks, circling back in your direction. 
   
   
   
  Rested? 
  Since there is no way to guarantee players will play each 
  portion of the presented story arc in order, Swamp of Death 
  assumes the characters begin having completed a long rest. 
  This requires some suspension of disbelief on both the 
  players’ and DM’s behalf. As the DM, you can either hand 
  wave the situation or fabricate a plausible explanation. 
   
  If desired, a character who recently finished Death in the 
  Ruins can choose to forgo the rest in favor of realism, but it is 
  not required. 
  The creature is Jade, the adult green dragon the 
  characters battled inside the ruins of Fort Dalton in 
  the previous adventure, Death in the Ruins. She was 
  not pleased to have her plans for an evening meal 
  thwarted by the characters and tells them as much 
  when she passes over the party in a strafing run. In 
  an oddly musical and feminine voice, she calls out, 
  “You dare remain in my swamp?! Your arrogance is 
  only outdone by your stupidity! I will enjoy feasting 
  on your foolish remains! Die!” With that, she releases 
  a blast of poisonous gas, hoping to catch as many of 
  the characters in its cone as possible. 
  Adjusting the Encounter 
  Here are the recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party. The dragon flees if reduced to less than 
  half its hit points and only attempts to recharge its breath 
  weapon once before landing to engage the party in melee. 
   Weak party. The dragon flees if reduced to less than half 
  its hit points. 
   Strong party. The dragon fights to the death. 
   Very strong party. The dragon fights to the death and 
  attempts to recharge its breath weapon for four successive 
  rounds before landing to engage the party in melee. 
  TACTICS 
  As more than 24 hours have passed since the 
  characters last encountered Jade, they again have to 
  try to save vs. her Frightful Presence ability. Jade 
  attempts to recharge her breath weapon at the 
  beginning of each round. After she has failed two 
  successive recharge attempts, she lands and engages 
  the characters in melee combat. She targets any 
  obvious arcane casters first. 
   The dragon attempts to flee if reduced to less than 
  one third of her hit points. 
   Xavtin will only fight if he or Bellamin are directly 
  attacked. If that is the case, use the champion stats 
  for Xavtin. Bellamin is unarmed and is otherwise a 
  commoner. 
  
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   SWAMP OF DEATH 
  8 
   
  PART 2: AN ODD OASIS 
  Expected Duration: 30 minutes 
   
  The characters should continue to follow the trail of 
  the yuan-ti and the members of the Golden Paragon 
  Trading Company they were hired to protect. The 
  trail heads unrelentingly south. The general features 
  of the Flooded Forest remain unchanged. The party 
  continues to slog through mucky pools and dense 
  swamp vegetation as they pursue their quarry. 
   If the party had an easy time battling the green 
  dragon, and there is time remaining, consider 
  running one or both of the encounters below. If you 
  do not have time for either, proceed to Part 3: Kneel 
  before your King! to continue the adventure. 
  MAMA FROG 
  The yuan-ti’s path deliberately leads the characters 
  near the lair of a mother froghemoth and her young. 
  As the party passes what looks like a huge mound 
  (almost a small hill), read or paraphrase the 
  following: 
  Try as you might, you do not seem to be able to make ground 
  on your quarry. However, at least their trail through the 
  swamp remains clear. Ahead of you to the right, you see 
  what looks like a large mound rising from the swamp. From 
  where you are standing, about 50 feet away, it looks to be 
  around 20 feet tall and twice as wide. It is covered in the 
  same marsh grasses and vegetation that grows everywhere. 
  From your vantage, the trail you follow seems to skirt the 
  mound to the left, continuing to the south. 
  The mound is the lair of the froghemoth. On its 
  backside, opposite the characters, is a submerged 
  entrance. It is large enough to allow the froghemoth 
  passage and would require about a 20-foot swim 
  underwater for a character to access. 
   Because of the recent passage of the yuan-ti, the 
  mother froghemoth is currently on high alert. The 
  froghemoth is protecting her brood of six 
  froghemoth young (use giant toad stats). 
   If the party moves within 20 feet of the mound, the 
  froghemoth and her young burst from underwater 
  and immediately attack the party. (The trail left by 
  the yuan-ti passed within 10 feet of the mouth of the 
  lair.) The froghemoth and her young attack 
  mindlessly until slain. 
   
   
   
   
   
   
  Adjusting the Encounter 
  Here are the recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party. Remove four of the froghemoth young. 
   Weak party. Remove two of the froghemoth young. 
   Strong party. Add three froghemoth young. 
   Very strong party. Add six froghemoth young. 
  TREASURE 
  The froghemoth lair is easy enough to find. A 20-foot 
  underwater swim leads to a muddy, foul smelling, 
  and completely dark chamber in the middle of the 
  mound. Pushed to the far end of the chamber and 
  partially covered in mud are two tattered backpacks 
  that had been worn by a pair of hapless adventures 
  who became meals for the froghemoth long ago. 
  Finding the backpacks requires a successful DC 16 
  Wisdom (Perception) check. The backpacks contain 
  7 one pound Sembian gold trade bars worth 50 gp 
  each, 50 pp, and 5 pale green zircons worth 50 gp 
  each. The treasure totals 1,100 gp in value. The rest 
  of the items in the packs are rotted and useless. 
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   SWAMP OF DEATH 
  9 
   
  UNEXPECTED BEAUTY 
  The tracks from the yuan-ti’s passage continue south, 
  heading past the froghemoth lair. As the party 
  travels through the swamp, an odd sight confronts 
  them. About an hour past the froghemoth lair, they 
  notice a low island emerging from the surrounding 
  swamp. While spots of slightly high ground are not 
  out of the ordinary in the swamp, this one seems 
  different. Instead of the ubiquitous rotting and tilted 
  trees, it appears to be home to healthy, normal-
  looking trees. As the characters approach, read or 
  paraphrase the following: 
  As you continue your relentless grind through the awful 
  swamp, an odd detail takes shape before you. You have seen 
  many islands and patches of high ground in your days in the 
  Flooded Forest, but not one quite like this. Rising out of the 
  swamp before you is an island that features normal, healthy 
  duskwood and oak trees, numerous flowering bushes, and 
  patches of bright, colorful flowers. From your position, the 
  island appears to be approximately 75 feet across. As you 
  approach, the raucous sounds of the swamp, which have 
  been your constant companion for days, seem to fade 
  slightly. 
  The tracks and trail left by the yuan-ti steer around 
  the island. A successful DC 15 Wisdom (Perception) 
  check reveals the musical sound of feminine laughter 
  coming from the location. The check also reveals the 
  pleasant odor of honeysuckle and other floral scents. 
  A successful DC 15 Wisdom (Nature) check made by 
  the same character informs him or her that the 
  island is likely the home of a dryad. In fact, it is the 
  home of six dryads. 
   If a characters calls out any sort of greeting or 
  inquiry in Sylvan or Elvish, an inviting path 
  seems to open near the island’s edge. One of 
  the dryads answers in response (in the 
  language the character used), “Come, weary 
  travelers, and enter our woods. Enjoy some 
  peace, rest, and tranquility.” If the party enters, 
  they find the path leads to a central clearing 
  that is nicely shaded by the tree boughs above 
  and covered in soft grasses. True to their word, 
  the dryads allow the characters to rest on the 
  island for as long as they like. If desired, the 
  party can take a short or long rest here. 
   If the characters try to communicate 
  further with the dryads, they are 
  unsuccessful. All they see is the occasional 
  flash of movement in the trees and hear the 
  titter of soft, musical laughter. Should they 
  somehow find and attack the dryads, the 
  creatures flee and only fight if trapped. They have no 
  treasure of value to the party. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   SWAMP OF DEATH 
  10 
   
  PART 3: 
  KNEEL BEFORE YOUR KING! 
  Expected Duration: 60 minutes 
   
  The party’s death march through the swamp in now 
  nearly over. After hours of tracking, they finally 
  discover the “court” of King Hizsi, Lord of the 
  Flooded Forest. King Hizsi has taken the ruins of a 
  long-abandoned keep as his own. All that remains of 
  the small stronghold is the main hall, where the 
  yuan-ti have taken Bellamin and Xavtin. As the party 
  approaches, read or paraphrase the following: 
  Your hours of slogging through the endless muck and stench 
  of the Flooded Forest in pursuit of the yuan-ti have brought 
  you to the trail’s end. Rising out of the mire before you is a 
  set of ruins. What ages ago must have been a larger complex, 
  now appears to be a single hulking ruin. The remains of what 
  might have been curtain walls and outbuildings poke up 
  periodically out of the surrounding swamp. Approximately 
  100 feet ahead of you, you spot an opening in the side of the 
  ruin. Once upon a time, it may have been a grand entryway, 
  but it now appears more like the black maw of a huge toad. 
  All is quiet, and there is no sign of movement or habitation. 
  The tracks, however, lead directly to the opening in the ruin. 
   The 15-foot-wide and 15-foot-tall opening leads 
  through a short tunnel-like passage approximately 
  20 feet long before emptying into a single large 
  chamber—King Hizsi’s court. This single room is 40 
  feet wide and 100 feet long. When the characters 
  enter, they find King Hizsi, a yuan-ti anathema, 
  coiled and “seated” atop a large stone dais. Three 
  yuan-ti abominations and three yuan-ti pit 
  masters flank him. Behind and to the right of King 
  Hizsi are Bellamin and Xavtin. Both men are bound 
  and unconscious. When the characters enter, read or 
  paraphrase the following: 
   
   
   
   
   
   
   
   
   
   
   
   
   
                           Gary Dupis 
   
   
  Setting the Scene 
  If Bellamin and Xavtin were not captured by the yuan-ti, King 
  Hizi clutches the missing trade documents in the right hand. 
  If the trade delegates were abducted, both are unconscious 
  and piled on top several large boxes behind the monsters 
  (see the map for their exact location). Feel free to adjust the 
  boxed text below to fit your needs. 
  When you enter the tunnel-like opening in the side of the 
  ruin, you spy some sort of flickering light source ahead. As 
  you move forward, you cannot help but notice the water 
  underfoot is getting deeper, rising to a height of 18 inches 
  above the ancient stone floor beneath your feet. 
   
  The short entrance passage gives way to a much larger 
  chamber, approximately 40 feet wide and 100 feet deep. On 
  both the right and left walls, a single lit torch occupies a 
  rusty, timeworn sconce. The torchlight illuminates a massive 
  and terrible figure. “Seated” on some sort of raised dais is a 
  huge snake-like creature. From its coiled bulk rises a massive 
  serpentine torso. Heavily muscled and crooked arms 
  protrude from each side of the creature, ending in hands 
  complete with long, sharp claws. Where a head of some sort 
  should be, six separate snake heads, each the size of a large 
  melon, wave around each other as they stare you down. 
  Processing this horrible sight, you notice six more snake 
  creatures similar to those that attacked you in the swamp 
  flanking the monstrosity. 
   
  Before you can react, the horrible creature on the dais 
  addresses you in a sibilant but loud whisper, “Good. My new 
  slaves are here. Bow before your king and master, pitiful 
  ones, and know the glory that attends service of King Hizsi, 
  Lord of All. Unless you wish to join the feast my minions have 
  laid out behind me, get on your knees, now!” 
  Adjusting the Encounter 
  Here are the recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party. Remove one yuan-ti abomination and 
  both of the two yuan-ti pit masters. 
   Weak party. Remove one yuan-ti abomination and one 
  yuan-ti pit master. 
   Strong party. Add one yuan-ti abomination and one yuan-
  ti pit master. 
   Very strong party. Add two yuan-ti abominations and two 
  yuan-ti pit masters. 
  GENERAL FEATURES 
  The area has the following features. 
   Light. The torches provide bright light in a 20-foot 
  radius and dim light for an additional 20 feet. 
   Flooded Floor. There is 18 inches of standing 
  water throughout the interior of the ruin. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   SWAMP OF DEATH 
  11 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   SWAMP OF DEATH 
  12 
   
  TACTICS 
  King Hizsi and his minions allow the party a chance 
  to react to his command. If the characters do 
  anything other than immediately surrender, the 
  yuan-ti attack and fight to the death. It is possible the 
  party will take a tactical approach and send in some, 
  if not all, of its members hidden or invisible. If that is 
  the case, keep in mind King Hizsi’s blindsight. 
   King Hizsi starts combat by casting haste on one of 
  the yuan-abominations (your choice). On the next 
  round, he wades into battle himself, allowing his 
  Ophidiophobia Aura to frighten as many foes as 
  possible. He seeks to neutralize arcane casters first, 
  and casts divine word when it looks like the party is 
  heavily damaged. If at any point his haste spell fails, 
  he casts polymorph on an arcane or divine caster, 
  turning them into a poisonous snake. 
   On their first turn, the yuan-ti pit masters use their 
  Merrshaulk's Slumber ability to put as many 
  characters to sleep as possible. On their following 
  turns, they use their spells to attack at range and 
  only enter melee when they run out of magic. 
   The yuan-ti abominations focus their attacks on 
  any characters that attempt to harm King Hizsi or 
  any foe that their king deems a threat. 
   All of the yuan-ti attack dying characters, hoping 
  to eliminate their enemies permanently! 
   Xavtin moves to protect Bellamin and does not 
  engage the yuan-ti unless either of them are attacked. 
  In that event, use the champion stats for Xavtin. 
  Big Bad Evil Guy 
  The fight with King Hizsi is the apex of the adventure trilogy 
  for the players as well as their characters. It is supposed to be 
  challenging, and the threat of death should be real and ever-
  present. That being said, the suggestions presented in the 
  Adjusting the Encounter sidebar are only recommendations. 
  If you feel the fight is too hard or too easy, you can, and 
  should, adjust it to suit the party. The same goes for the 
  tactics outlined above. The yuan-ti have lots of abilities and 
  spells at their disposal. If you prefer to take a different 
  approach to the battle, feel free to do so. 
  EXPLORING KING HIZSI’S COURT 
  The original builder of the complex designed King 
  Hizsi’s “court” to be the great hall of the keep. The 
  dais is all that remains of a throne that once stood on 
  the spot. A secret compartment exists within the 
  dais itself, and it is now is used as a hiding place for 
  King Hizsi’s treasure cache. 
   There is a cleverly hidden panel on the surface of 
  the dais. A successful DC 18 Wisdom (Perception) 
  check reveals inconsistencies in the smoothness of 
  the stonework. A character can locate the 
  compartment with a successful DC 17 Intelligence 
  (Investigation) check. If depressed in just the right 
  way, the stone slides to the slide, revealing a cubby 
  that is 2 feet deep, 2 feet wide, and 6 feet long. 
   Predictably, the compartment is trapped. 
  Characters with a passive Perception of 10 or higher 
  hear subtle sounds of movement underneath the 
  sliding panel. Resting on top of King Hizsi’s treasure 
  hoard are three poisonous snakes. The snakes 
  should not pose much of a threat to characters of 
  this tier. Once they are dispatched, the party should 
  feel at ease about looting the cubby. However, King 
  Hizsi left another surprise for would-be thieves. His 
  treasure is resting on a pressure plate. If any of the 
  items listed in the Treasure section are removed, the 
  trap triggers, releasing a cloudkill spell. The plate is 
  well hidden underneath the treasure, so only a 
  successful DC 23 Intelligence (Investigation) check 
  reveals it. A detect magic spell provides little help, as 
  several of the treasure items resting on the plate 
  radiate of magic of their own. If located, a successful 
  DC 20 Intelligence (Investigation) check allows a 
  character to disarm the trap. 
  TREASURE 
  Providing the characters survive the spell trap, they 
  find a mismatched collection of coin purses that hold 
  gems, coins, and jewelry worth 7,500 gold pieces. 
  The compartment also contains a spell scroll of wind 
  walk, a spell scroll of etherealness, two potions of 
  vitality, and Giant’s Bane, a longbow +2 (see Rewards 
  for additional details). 
  CONCLUSION 
  Provided the characters survive the battle, they find 
  Bellamin and Xavtin injured, but still alive. If they 
  manage to get the trade envoys and their three 
  contracts out of the ruin, the edge of the Flooded 
  Forrest is only a one-hour march to the south. 
   Shortly after emerging from the swamp, they meet 
  a large band of armed mercenaries hired by the 
  Seven Suns Trading Coster and led by Furjur the 
  Flippant. Furjur takes charge of the survivors. If 
  needed, he provides magical healing and prepares 
  them for their journey to Calaunt. If asked why he or 
  the Seven Suns did not intervene, he nonchalantly 
  responds, “Well, we knew we had hired the best, so 
  we were confident in your ability to handle things.” 
  Furjur then pays the characters their remaining two-
  thirds (1,000 gp each), and the adventure ends. 
   
  Here ends Swamp of Death. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   SWAMP OF DEATH 
  13 
   
  REWARDS 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  EXPERIENCE 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. Give all characters 
  in the party non-combat experience awards unless 
  otherwise noted. 
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Adult Green Dragon 
   
  13,000 
  Dryad 
   
   
   
  200 
  Froghemoth 
   
   
  5,900 
  Froghemoth Young (Giant Toad) 
  200 
  Poisonous Snake  
   
  25 
  Yaun-ti Abomination 
   
  2,900 
  Yaun-ti Anathema 
   
  8,400 
  Yaun-ti Pit Master 
   
  1,800 
   The minimum total award for each character 
  participating in this adventure is 6000 experience 
  points. 
   The maximum total award for each character 
  participating in this adventure is 8000 experience 
  points. 
  TREASURE 
  The characters receive the following treasure, 
  divided up amongst the party. Characters should 
  attempt to divide treasure evenly whenever possible. 
  Gold piece values listed for sellable gear are 
  calculated at their selling, not their purchase price. 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide. 
   Permanent magic items are divided according to 
  a system. See the sidebar if the adventure awards 
  permanent magic items. 
  Treasure Awards 
  Item Name  
   
   
  GP Value 
  Froghemoth treasure 
   
  1,100 
  King Hizsi’s treasure 
   
  7,500 
  Final Payment from Furjur  
  1,000 (each) 
  GIANT’S BANE (LONGBOW +2) 
  Weapon (longbow), rare (+2) 
  You gain a +2 bonus to attack and damage rolls 
  made with this magic weapon. When fighting giants, 
  the attack and damage roll bonus increases to +4. 
   The bow also has the Sentinel minor property and 
  glows faintly when giants are within 120 feet of it. 
  For this weapon, "giant" refers to any creature with 
  the giant type, including ogres and trolls. 
  POTION OF VITALITY 
  Potion, very rare 
  When you drink this potion, it removes any 
  exhaustion you are suffering and cures any disease 
  or poison affecting you. For the next 24 hours, you 
  regain the maximum number of hit points for any Hit 
  Die you spend. The potion's crimson liquid regularly 
  pulses with dull light, calling to mind a heartbeat. 
  SPELL SCROLL OF ETHEREALNESS 
  Scroll, very rare 
  This spell scroll contains a single etherealness spell. 
  A description of spell scrolls can be found in the 
  Dungeon Master’s Guide. 
  SPELL SCROLL OF WIND WALK 
  Scroll, very rare 
  This spell scroll contains a single wind walk spell. A 
  description of spell scrolls can be found in the 
  Dungeon Master’s Guide. 
  Permanent Magic Item Distribution 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a 
  session. Each character's log sheet contains a column to 
  record permanent magic items for ease of reference. 
   If the players at the table agree on one character taking 
  possession of a permanent magic item, that character gets 
  the item. 
   In the event that one or more characters indicate an 
  interest in possessing a permanent magic item, the 
  character that possesses the fewest permanent magic 
  items gets the item. If there is a tie in the total number of 
  permanent magic items owned by contesting characters, 
  the item's owner is determined randomly by the DM. 
  RENOWN 
  All faction members earn one renown point for 
  participating in this adventure. 
  DOWNTIME 
  Each character receives five downtime days at the 
  conclusion of this adventure. 
  DM REWARDS 
  You receive 1,675 XP, 837 gp, 5 sp, and five 
  downtime days for running this adventure. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   SWAMP OF DEATH 
  14 
   
  APPENDIX: MONSTER/NPC 
  STATISTICS 
   
  ADULT GREEN DRAGON 
  Huge dragon, lawful evil 
   
  Armor Class 19 (natural armor) 
  Hit Points 207 (18d12 + 90) 
  Speed 40 ft., fly 80 ft., swim 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3) 
   
  Saving Throws Dex +6, Con + 10, Wis +7, Cha +8 
  Skills Deception +8, Insight +7, Perception +12, 
  Persuasion +8, Stealth +6 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 22 
  Languages Common, Draconic 
  Challenge 15 (13,000 XP) 
   
  Amphibious. The dragon can breathe air and water. 
  Legendary Resistance (3/Day). If the dragon fails a 
  saving throw, it can choose to succeed instead. 
  ACTIONS 
  Multiattack. The dragon can use its Frightful Presence. 
  It then makes three attacks: one with its bite and two 
  with its claws. 
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., 
  one target. Hit: 17 (2d10 + 6) piercing damage plus 7 
  (2d6) poison damage. 
  Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., 
  one target. Hit: 13 (2d6 + 6) slashing damage. 
  Tail. Melee Weapon Attack: + 11 to hit, reach 15 ft., 
  one target. Hit: 15 (2d8 + 6) bludgeoning damage. 
  Frightful Presence. Each creature of the dragon's 
  choice that is within 120 feet of the dragon and aware 
  of it must succeed on a DC 16 Wisdom saving throw or 
  become frightened for 1 minute. A creature can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If a creature's saving 
  throw is successful or the effect ends for it, the 
  creature is immune to the dragon's Frightful Presence 
  for the next 24 hours. 
  Poison Breath (Recharge 5-6). The dragon exhales 
  poisonous gas in a 60-foot cone. Each creature in that 
  area must make a DC 18 Constitution saving throw, 
  taking 56 (16d6) poison damage on a failed save, or 
  half as much damage on a successful one. 
   
   
  DRYAD 
  Medium fey, neutral 
   
  Armor Class 11 (16 with barkskin) 
  Hit Points 22 (5d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4) 
   
  Skills Perception +4, Stealth +5 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Elvish, Sylvan 
  Challenge 1 (200 XP) 
   
  Innate Spellcasting. The dryad's innate spellcasting 
  ability is Charisma (spell save DC 14). The dryad can 
  innately cast the following spells, requiring no material 
  components: 
  At will: druidcraft 
  3/day each: entangle, goodberry 
  1/day each: barkskin, pass without trace, shillelagh 
  Magic Resistance. The dryad has advantage on saving 
  throws against spells and other magical effects. 
  Speak with Beasts and Plants. The dryad can 
  communicate with beasts and plants as if they shared 
  a language. 
  Tree Stride. Once on her turn, the dryad can use 10 
  feet of her movement to step magically into one living 
  tree within her reach and emerge from a second living 
  tree within 60 feet of the first tree, appearing in an 
  unoccupied space within 5 feet of the second tree. 
  Both trees must be large or bigger. 
  ACTIONS 
  Club. Melee Weapon Attack: +2 to hit (+6 to hit with 
  shillelagh), reach 5 ft., one target. Hit: 2 (1 d4) 
  bludgeoning damage, or 8 (1d8 + 4) bludgeoning 
  damage with shillelagh. 
  Fey Charm. The dryad targets one humanoid or beast 
  that she can see within 30 feet of her. If the target can 
  see the dryad, it must succeed on a DC 14 Wisdom 
  saving throw or be magically charmed. The charmed 
  creature regards the dryad as a trusted friend to be 
  heeded and protected. Although the target isn't under 
  the dryad's control, it takes the dryad's requests or 
  actions in the most favorable way it can. 
    Each time the dryad or its allies do anything harmful 
  to the target, it can repeat the saving throw, ending 
  the effect on itself on a success. Otherwise, the effect 
  lasts 24 hours or until the dryad dies, is on a different 
  plane of existence from the target, or ends the effect 
  as a bonus action. If a target 's saving throw is 
  successful, the target is immune to the dryad's Fey 
  Charm for the next 24 hours. 
    The dryad can have no more than one humanoid and 
  up to three beasts charmed at a time. 
  
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   SWAMP OF DEATH 
  15 
   
  FROGHEMOTH 
  Huge monstrosity, unaligned 
   
  Armor Class 14 (natural armor) 
  Hit Points 184 (16d12 + 80) 
  Speed 30 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6) 13 (+1) 20 (+5) 
  2 (-4) 
  12 (+1) 
  5 (-3) 
   
  Saving Throws Con +9, Wis +5 
  Skills Perception +9, Stealth +5 
  Damage Resistances fire, lightning 
  Senses darkvision 60 ft., passive Perception 19 
  Languages —  
  Challenge 5 (1,800 XP) 
   
  Amphibious. The froghemoth can breathe air and 
  water. 
  Shock Susceptibility. If the froghemoth takes lightning 
  damage, it suffers several effects until the end of its 
  next turn: its speed is halved, it takes a -2 penalty to 
  AC and Dexterity saving throws, it can't use reactions 
  or Multiattack, and on its turn, it can use either an 
  action or a bonus action, not both. 
  ACTIONS 
  Multiattack. The froghemoth makes two attacks with 
  its tentacles. It can also use its tongue or bite. 
  Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., 
  one target. Hit: 19 (3d8 + 6) bludgeoning damage, and 
  the target is grappled (escape DC 16) if it is a Huge or 
  smaller creature. Until the grapple ends, the 
  froghemoth can't use this tentacle on another target. 
  The froghemoth has four tentacles. 
  Bite. Melee Weapon Attack: + 10 to hit, reach 5 ft., one 
  target. Hit: 22 (3d10 + 6) piercing damage, and the 
  target is swallowed if it is a Medium or smaller 
  creature. A swallowed creature is blinded and 
  restrained, has total cover against attacks and other 
  effects outside the froghemoth, and takes 10 (3d6) 
  acid damage at the start of each of its turns. 
    The froghemoth's gullet can hold up to two creatures 
  at a time. If it takes 20 damage or more on a single 
  turn from a creature inside it, the froghemoth must 
  succeed on a DC 20 Constitution saving throw at the 
  end of that turn or regurgitate all swallowed creatures, 
  each of which falls prone in a space within 10 feet of 
  the froghemoth. If the froghemoth dies, a swallowed 
  creature is no longer restrained by it and can escape 
  from it using 10 feet of movement, exiting prone. 
  Tongue. The froghemoth targets one Medium or 
  smaller creature that it can see within 20 feet of it. The 
  target must make a DC 18 Strength saving throw. On a 
  failed save, the target is pulled into an unoccupied 
  space within 5 feet of the froghemoth, and the 
  froghemoth can make a bite attack against it as a 
  bonus action. 
  GIANT TOAD 
  Large beast, unaligned 
   
  Armor Class 11 
  Hit Points 39 (6d10 + 6) 
  Speed 20 ft., swim 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 13 (+1) 13 (+1) 
  2 (-4) 
  10 (+0) 
  3 (-4) 
   
  Senses darkvision 30 ft., passive Perception 10 
  Languages — 
  Challenge 1 (200 XP) 
   
  Amphibious. The toad can breathe air and water. 
  Standing Leap. The toad’s long jump is up to 20 feet 
  and its high jump is up to 10 feet, with or without a 
  running start. 
  ACTIONS 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) 
  poison damage, and the target is grappled (escape DC 
  13). Until this grapple ends, the target is restrained, 
  and the toad can’t bite another target. 
  Swallow. The toad makes one bite attack against a 
  Medium or smaller target it is grappling. If the attack 
  hits, the target is swallowed, and the grapple ends. 
  The swallowed target is blinded and restrained, it has 
  total cover against attacks and other effects outside 
  the toad, and it takes 10 (3d6) acid damage at the start 
  of each of the toad’s turns. The toad can have only one 
  target swallowed at a time. 
    If the toad dies, a swallowed creature is no longer 
  restrained by it and can escape from the corpse using 
  5 feet of movement, exiting prone. 
   
  POISONOUS SNAKE 
  Tiny beast, unaligned 
   
  Armor Class 13 
  Hit Points 2 (1d4) 
  Speed 30 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  2 (-4) 
  16 (+3) 11 (+0) 
  1 (-5) 
  10 (+0) 
  3 (-4) 
   
  Senses blindsight 10 ft., passive Perception 10 
  Languages — 
  Challenge 1/8 (25 XP) 
   
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 1 piercing damage, and the target must 
  make a DC 10 Constitution saving throw, taking 5 (2d4) 
  poison damage on a failed save, or half as much 
  damage on a successful one. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   SWAMP OF DEATH 
  16 
   
  YUAN-TI ABOMINATION 
  Large monstrosity (shapechanger, yuan-ti), neutral evil 
   
  Armor Class 15 (natural armor) 
  Hit Points 127 (15d10 + 45) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 16 (+3) 17 (+3) 17 (+3) 15 (+2) 18 (+4) 
   
  Skills Perception +5, Stealth +6 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 60 ft., passive Perception 15 
  Languages Abyssal, Common, Draconic 
  Challenge 7 (2,900 XP) 
   
  Shapechanger. The yuan-ti can use its action to 
  polymorph into a Large snake, or back into its true 
  form. Its statistics are the same in each form. Any 
  equipment it is wearing or carrying isn't transformed . 
  It doesn't change form if it dies. 
  Innate Spellcasting (Abomination Form Only). The 
  yuan-ti's innate spellcasting ability is Charisma (spell 
  save DC 15). The yuan-ti can innately cast the 
  following spells, requiring no material components: 
  At will: animal friendship (snakes only) 
  3/day: suggestion 
  1/day: fear 
  Magic Resistance. The yuan-ti has advantage on saving 
  throws against spells and other magical effects. 
  ACTIONS 
  Multiattack (Abomination Form Only). The yuan-ti 
  makes two ranged attacks or three melee attacks, but 
  can use its bite and constrict attacks only once each. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d6 + 4) piercing damage plus 10 
  (3d6) poison damage. 
  Constrict. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target Hit: 11 (2d6 + 4) bludgeoning damage, and 
  the target is grappled (escape DC 14). Until this 
  grapple ends, the target is restrained, and the yuan-ti 
  can't constrict another target 
  Scimitar (Abomination Form Only). Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 
  4) slashing damage. 
  Longbow (Abomination Form Only). Ranged Weapon 
  Attack: +6 to hit, range 150/600 ft., one target. Hit: 12 
  (2d8 + 3) piercing damage plus 10 (3d6) poison 
  damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   SWAMP OF DEATH 
  17 
   
  YUAN-TI ANATHEMA 
  Huge monstrosity (shapechanger, yuan-ti), neutral evil 
   
  Armor Class 16 (natural armor) 
  Hit Points 189 (18d12 + 72) 
  Speed 40 ft., climb 30 ft., swim 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  23 (+6) 13 (+1) 19 (+4) 19 (+4) 17 (+3) 20 (+5) 
   
  Skills Perception +7, Stealth +5 
  Damage Resistances acid, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses blindsight 30 ft., darkvision 60 ft., passive 
  Perception 17 
  Languages Abyssal, Common, Draconic 
  Challenge 12 (8,400 XP) 
   
  Innate Spellcasting (Anathema Form Only). The 
  anathema's innate spellcasting ability is Charisma 
  (spell save DC 17). It can innately cast the following 
  spells, requiring no material components: 
  At will: animal friendship (snakes only) 
  3/day each: darkness, entangle.fear, haste, suggestion, 
  polymorph 
  1/day: divine word 
  Magic Resistance. The anathema has advantage on 
  saving throws against spells and other magical effects. 
  Ophidiophobia Aura. Any creature of the anathema's 
  choice, other than a snake or a yuan-ti, that starts its 
  turn within 30 feet of the anathema and can see or 
  hear it must succeed on a DC 17 Wisdom saving throw 
  or become frightened of snakes and yuan-ti. A 
  frightened target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. If a target's saving throw is successful or the 
  effect ends for it, the target is immune to this aura for 
  the next 24 hours. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Shapechanger. The anathema can use its action to 
  polymorph into a Huge giant constrictor snake, or back 
  into its true form. Its statistics are the same in each 
  form. Any equipment it is wearing or carrying isn't 
  transformed. 
  Six Heads. The anathema has advantage on Wisdom 
  (Perception) checks and on saving throws against 
  being blinded, charmed, deafened, frightened, 
  stunned, or knocked unconscious. 
  ACTIONS 
  Multiattack (Anathema Form Only). The anathema 
  makes two claw attacks, one constrict attack, and one 
  Flurry of Bites attack. 
  Claw (Anathema Form Only). Melee Weapon Attack: 
  +10 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) 
  slashing damage. 
  Constrict. Melee Weapon Attack: +10 to hit, reach 15 
  ft., one Large or smaller creature. Hit: 16 (3d6 + 6) 
  bludgeoning damage plus 7 (2d6) acid damage, and 
  the target is grappled (escape DC 16). Until this 
  grapple ends, the target is restrained and takes 16 
  (3d6 + 6) bludgeoning damage plus 7 (2d6) acid 
  damage at the start of each of its turns, and the 
  anathema can't constrict another target. 
  Flurry of Bites. Melee Weapon Attack: +10 to hit, reach 
  10 ft., one creature. Hit: 27 (6d6 + 6) piercing damage 
  plus 14 (4d6) poison damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   SWAMP OF DEATH 
  18 
   
  YUAN-TI PIT MASTER 
  Medium monstrosity (shapechanger, yuan-ti), neutral 
  evil 
   
  Armor Class 14 (natural armor) 
  Hit Points 88 (16d8 + 16) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 14 (+2) 13 (+1) 14 (+2) 12 (+1) 16 (+3) 
   
  Saving Throws Wis +3, Cha +5 
  Skills Deception +5, Stealth +4 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses darkvision 120 ft. (penetrates magical darkness), 
  passive Perception 11 
  Languages Abyssal, Common, Draconic 
  Challenge 5 (1,800 XP) 
   
  Shapechanger. The yuan-ti can use its action to 
  polymorph into a Medium snake or back into its true 
  form. Its statistics are the same in each form. Any 
  equipment it is wearing or carrying isn't transformed. 
  It doesn't change form if it dies. 
  Innate Spellcasting (Yuan-ti Form Only). The yuan-ti's 
  innate spellcasting ability is Charisma (spell save DC 
  13). The yuan-ti can innately cast the following spells, 
  requiring no material components: 
  At will: animal friendship (snakes only) 
  3/day: suggestion 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Magic Resistance. The yuan-ti has advantage on saving 
  throws against spells and other magical effects. 
  Poison's Disciple (2/Day). The first time the yuan-ti hits 
  with a melee attack on its turn, it can deal an extra 16 
  (3d10) poison damage to the target. 
  Spellcasting (Yuan-ti Form Only). The yuan-ti is a 6th-
  level spellcaster. Its spellcasting ability is Charisma 
  (spell save DC 13, +5 to hit with spell attacks). It 
  regains its expended spell slots when it finishes a short 
  or long rest. It knows the following warlock spells: 
  Cantrips (at will): eldritch blast (range 300 ft., +3 bonus 
  to each damage roll), friends, guidance, mage hand, 
  message, poison spray 
  1st-3rd level (2 3rd-level slots): command, counterspell, 
  hellish rebuke, invisibility, misty step, unseen servant, 
  vampiric touch 
  ACTIONS 
  Multiattack (Yuan-ti Form Only). The yuan-ti makes 
  two bite attacks using its snake arms. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) 
  poison damage. 
  Merrshaulk's Slumber (1/Day). The yuan-ti targets up 
  to five creatures that it can see within 60 feet of it. 
  Each target must succeed on a DC 13 Constitution 
  saving throw or fall into a magical sleep and be 
  unconscious for 10 minutes. A sleeping target awakens 
  if it takes damage or if someone uses an action to 
  shake or slap it awake. This magical sleep has no effect 
  on a creature immune to being charmed. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   SWAMP OF DEATH 
  19 
   
  PLAYER HANDOUT 1 
   
  GIANT’S BANE (LONGBOW +2) 
  Weapon (longbow), rare (+2) 
  You gain a +2 bonus to attack and damage rolls 
  made with this magic weapon. When fighting giants, 
  the attack and damage roll bonus increases to +4. 
   The bow also has the Sentinel minor property and 
  glows faintly when giants are within 120 feet of it. 
  For this weapon, "giant" refers to any creature with 
  the giant type, including ogres and trolls. 
  HISTORY 
  In 1325 DR the ranger Kaylin Plainstalker patrolled 
  a vast area between the Giant’s Run Mountains and 
  Elversult. Of half-elven heritage, the woman was a 
  beauty, as well as an expert shot with her bow. Her 
  attractiveness and her prowess at stopping 
  marauding bands of hill giants soon caught the eye 
  of Rilar Biltmoor, a rakish young wool merchant 
  from Elversult. To gain her favor, the young man 
  paid a wizard from Westgate to craft her a magical 
  bow made of yew. Kaylin accepted the weapon, but 
  rebuffed the merchant’s romantic interests. 
   Several years later, Rilar’s business failed, and he 
  lost everything. He returned to his family farm on 
  the outskirts of Elversult. Instead of organizing large 
  shipments of wool to Westgate and Iriaebor, he 
  spent his days tending sheep in the foothills of the 
  Giant’s Run Mountains. 
   When Kaylin learned of the man’s troubles, she 
  visited and offered to return the weapon he had 
  given to her, hoping she could ease his financial 
  burdens. Rilar declined the bow, claiming he had 
  found a peace and contentment as a sheep header 
  that he had not known as a merchant. His honesty 
  and newfound humility touched the ranger, and over 
  time, she grew to love the man she had rejected 
  years earlier. They eventually married and started a 
  family of their own. 
   The bow remained in Kaylin’s possession until she 
  died peacefully in her sleep at her family’s farm. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-GHC-09 - Swamp of Death.pdf