TEXT: Kopfy’s Swamp of Doom, Pt. I
  
  Trollish Delver Games
  Made in Cleveland and the Dominican Republic and most often in the UK.
  http://www.trollishdelver.blogspot.com
  This publication is copyright © 2012 by Peryton Publishing.  All rights reserved. No part of this work may be reproduced
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  Publishing logo are trademarks of Peryton Publishing.  Trollish Delver Games and Peakvale are trademarks of Scott
  Malthouse. Tunnels & Trolls is owned by Flying Buffalo, Inc.
  No Fences to
  Mend
  by Tom K Loney
  Art by Mike Hartleib and Jeff Freels
  Edited by M.E. Volmar and Monkey Lot
  Layouts by Monkey Lot & Satirical Hen
  Logo by Simon Tranter
  
  KOPFY’S Swamp of Doom, Part I: No Fences to Mend
  3
  No Fences to Mend
  The Swamp of Doom, Part I
  By Tom K. Loney
  A 3rd- to 4th-level scenario for Tunnels & TrollsTM 7th edition or
  higher, specifically created for Trollish Delver GamesTM.
  Abstract:
   
  This scenario is set in Scott Malthouse's Peakvale campaign. It
  can be incorporated into any other T&T world, such as TrollworldTM
  or ElderTM, but please check Trollish Delver Games for more details.
  The delvers (PCs) should have either Combat Adds of 40 or
  the ability to cast at least a couple of 3rd-level spells.
   
  It should be noted that while this scenario is designed for the
  T&T 7 and 7.5 editions, it can easily be adjusted to work with any
  edition.
  Tom K Loney
  February 2012
  Scott M. after playing-testing.
  
  KOPFY’S Swamp of Doom, Part I: No Fences to Mend
  4
  Featured Creatures
  Wood Elf
  MR 30 and up (4d+15 to begin with)
  St   x1  
   
  Con  x1/3  
   
  Dx   x1 
   
  Sp   x1*
  In   x1 1/2  
  Lk    x1 1/2 
   
  Ch   x2 
   
  Wiz  x
  Ht   x1  
   
  Wt   x2/3
  *Unaffected by thicket or snow obstacles
  Notes: While all elves are elves, the reason some have an adjective
  in front of their name is because of special abilities that give that
  particular bunch specific advantages. Some are based upon terrain
  while others are based on less tangible factors. In the case of
  "wood elves," their specialty is the ability to move without impedi-
  ment in wooded terrain through the thickest areas and in the worst
  weather.
  Bosk
  MR 70 and up (8d+35 to begin with)
  St  x3  
   
  Con  x13  
  Dx   x1/2  
  Sp   x1/2
  In  x1  
   
  Lk    x1 
   
  Ch   x1   
  Wiz  x1
  Ht  x3  
   
  Wt    x4
  Armor: Skin worth 3 points of damage
  Notes: Also mentioned in whispers as "Barkers," "Tree Folk," "Arbo-
  rans," and "Sliv," bosk are human-sized tree folk that tend to dwell
  in the thickest of wooded areas. They look like small trees when
  holding still, and they can move silently in any wooded area, only
  making themselves known to those who prove to be tree-friendly
  over decades. Many an overzealous lumberjack's mysterious disap-
  pearance can be attributed to the bosks’ presence in the area.
  Wook
  MR 50 and up (6d+25 to begin with)
  Halfling "Antler-Head" Form
  St   x1  
   
  Con   x1/3 
   
  Dx    x1 
   
  Sp    x1
  In   x1 1/2  
  Lk     x1 1/2  
  Ch    x2  
  Wiz   x2
  Ht   x1  
   
  Wt    x2/3
  Reindeer Form
  St   x1  
  Con   x3  
  Dx    x1 
   
  Sp   x4
  In   x1/2 Lk     x1/2  
  Ch    x2  
  Wiz   x1/2
  Ht   x1  
  Wt    x2
  
  KOPFY’S Swamp of Doom, Part I: No Fences to Mend
  5
  Notes: Also called "Elk Kin," "Were Reindeer," and "Antler-Heads,"
  this kin appear as deer-like humanoids when they are not on the
  move. The males retain their antlers when in this form, but other-
  wise resemble grungy elves. It shouldn't be surprising that these
  folk tend to like remote areas. They refer to wood elves as "city
  dwellers."
  A little about Gnarlay Wood, the Green Fists, and Peakvale Vul-
  gate:
   
  About two days out of Lowhollow, on the way to Redmarsh and
  Lake Bloodmoon, lie Mount Dath and Elp's Climb. Between these
  two snowcapped mountains, the Gnarlay Wood is settled. The dom-
  inators of Peakvale give these forests and their surroundings some
  room, not only because of the ork-kindred bandits (humans, urooks
  and hobgoblins) that prowl the roads or thereabouts, but because
  of the Iueresa elf clan that dwells within the forests proper.
   
  In ancient times, the Iueresa, literally translated as "Fists of the
  Green," ruled a kingdom twice the size of Peakvale. With the elves’
  nearly immortal lifespan, many of the rulers of that realm are still
  alive today, after three centuries of watching the humans and
  hobbs of Peakvale carve out their own nation while destroying
  much of the beautiful, even if deadly and terrifying, magical wilder-
  nesses that they once called their own. So King Hobbletoe and his
  hegemony have a wary respect of these elves in spite of the con-
  stant calls by his more enthusiastic and ethnocentric constituents
  for removing them from the kingdom if not from the face of the plan-
  et.
  The Green Fists, now settled between two impassable moun-
  tains with the hinter bogs that start to form Lake Bloodmoon at their
  back, and more than a couple wilder, err "Willder" friends, would
  like to see anyone try.
   
  This tension, mostly fueled and reignited by antagonism from
  Thornguard humans and hobbs claiming the Green Fists' antipathy
  towards them as good reason, if not outright provocation, has made
  its mark on the cultures of both elves and humans. Each claims ag-
  gression from the other, leaving room for brutal reciprocal transgres-
  sions.
  The Iueresa call all humans and hobbs "Mundaner" or "Dan-
  ners," while non-human-like kindred that come to dwell there, in-
  cluding non-Green Fists elves, are referred to as "Muddies." The
  
  KOPFY’S Swamp of Doom, Part I: No Fences to Mend
  6
  names called by the elves that dwell among the Peakvalers are
  barely audible to human-ranged ears, but listening elves get the
  gist easily enough. (Gamewise: Any elf PC talking to a Green Fists
  elf must make a 4th lvl SR Ch to avoid being flatly ignored).
   
  While Peakvalers have a few particular epithets for the Green
  Fists, none is very clever outside of a bathroom stall. "Pointy-ears,"
  used for any elf, is always an open-air favorite. In general, any non-
  human or non-hobb kin is referred to as "Non-Kin," while those they
  consider to be straight-out monsters are referred to as "No-Kin."
  
  KOPFY’S Swamp of Doom, Part I: No Fences to Mend
  7
  Intro:
   
  The city-keep of Lowhollow is a big guild town, home to many
  artisan shops. Merchants traveling to and from Thornguard will stop
  here to purchase goods, making the artificers’ business the main
  drive of the city's economy. Hence, it is these guilds that determine
  who the town mayor is going to be, and who gets any sort of city
  job, such as Fire Watch or Gate Guard.
   
  While the town’s human and hobb populations are solidly in the
  fold of King Hobbletoe’s political leanings, the location tends to at-
  tract more than a few non-human-like kindred because of its loca-
  tion near the Peakvale borders with Paddahl and Riggia, as well as
  its closeness to Gnarlay Wood and the Twins, Mount Dath and
  Elp's Climb. Many urooks that come here work as manual labor for
  the artisan houses, though still maintaining ties with their wilder
  cousins outside of town. Even Green Fists elves will traverse
  through Lowhollow en route to business elsewhere.
   
  The southwestern portion of Lowhollow is known as "Unhal-
  lowed Corners" to the locals. This is where the non-kin of the city
  tend to settle. The industries requiring the services of the super
  strong kindred, such as trolls, giants and minotaurs, are located
  here as well. These industries always involve fire, metal and coal,
  so there is quite a bit of noise, soot and grime in the area as well.
  On the upside, the roads tend to be wider here than elsewhere in
  town to allow for the massive teams of horses and giants walking
  around. The residential areas, made up of varied buildings that re-
  flect the size of their inhabitants, crop up in between the chimneys
  of artisan manors. The shops and recreational establishments, the
  pubs, are noted for their diverse fare and clientele.
  And Action: An Evening at the Blue Narwal Inn
   
  This place isn't that novel. Like most of the taverns in the Unhal-
  lowed Corners, the Blue Narwal tries to isolate itself from the hustle
  and bustle going on outside. The building’s ground level, made of
  baked brick and mud mortar, has no windows, but is fairly well lit by
  "dwarf's breath” (methane gas from a nearby fertilizer factory), which
  a person entering the place can just smell before being distracted
  by other things. For travelers looking for lodging, on each of the two
  upper stories are rooms with shuttered windows and a common
  bathing room at the end of the hallway.
  
  KOPFY’S Swamp of Doom, Part I: No Fences to Mend
  8
   
  The Blue Narwal welcomes the non-kin, often employing them
  as long as they are female and have a Ch of 12 points or higher. Its
  proprietor, Grander "G-Bell" Bellicose, is more than willing to loan a
  bit of money to new employees who, of course, become indentured
  servants if unable to pay. His business specializes in allowing "real
  people" (wealthy humans and hobbs) to meet and cultivate relation-
  ships with the more exotic kin. G-Bell is, in short, a pimp.
  Established in a good location, the tavern is the first place ad-
  venturers will stumble upon, and until the first minotaur gal gets on-
  to the table to dance, they will be surprised at finding such a fancy
  place to meet at. But before the PCs realize exactly the sort of
  place they are in, they will meet a ratling Rogue called Skally "Wag"
  Shorttail, an NPC that serves as the GM's vehicle for expository
  dialog on the Peakvale campaign.
  Skally "Wag" Shorttail
  4th Level Rogue
  MR 80 (9d+40)
  In    32 
   
  Dx     47  
  Lk     45
  Ch   49 
   
  Wiz    31
  Talents: Roguery Talent +6, Sniff Halflings (were-forms) Wiz +4
  Spells Learned: Knock Knock, Lock Tight, Cat Eyes
  Notes: This ratling not only survives in Hobbletoe's kingdom, he
  thrives within it. He's been to every civilized part of it and knows
  almost every NPC the PCs will run into.
   
  The PCs may or may not befriend Wag. If they do not, a 1st lvl
  SR will allow them to notice a rather well-heeled woman, looking
  somewhat forlorn and bored, sitting alone at a table on top of which
  sit six old (and still full) drinks, all courtesy of clueless tavern pa-
  trons trying to get her attention with free booze. Once noticed, she
  will notice any PC of 1st level or higher, brightening up immediately.
  Whether or not they come to her, she will make it a point to bump
  into them.
   
  She will identify herself as Zarra Kamm Demm, an apprentice to
  the wizard Mazweth of Thronguard. She is looking to hire a group
  of adventurers to help her get to and from the Temple of the Hag,
  offering 300 gp to be paid up front and 1,000 more upon her return
  to Thornguard. When telling any PCs who agree to sign up with her
  that if they duck out with their initial payment she’ll see to it that
  
  KOPFY’S Swamp of Doom, Part I: No Fences to Mend
  9
  they never get to spend a silver of it, she will slip from a rather
  sweet and naive aspect to a hardened tone.
   
  Wag, of course, will know of Lady Zarra. If the PCs befriend him,
  he will tell them that she is Mazweth's "left-hand," known to be
  something of a sorceress as well as an adventurer, and that her
  influence is such that she needs not make idle threats. He will go
  on to say that Mazweth is one of the few surviving opposition fig-
  ures to King Hobbletoe, and reckoned to be as ruthless as the mon-
  arch himself is. Of course, all this information can also be garnered
  from a PC that is from Peakvale with a 3rd lvl SR In or Lk.
  Zarra Kamm Demm, Nothing but Trouble
  4th level Wizard (see Notes below)
  MR 100 (11d+50)
  In    32 
   
  Dx     47  
  Lk     45
  Ch   49 
   
  Wiz    31
  Talents: Always Something in Her Bag LK +6, Magic Creature Rec-
  ognition Wiz +4, Decipher Code and Magic Locks In +5
  Spells Learned: 1st through 4th level
  Notes: A renowned Wizard, Zarra has had to function as a handi-
  capped Warrior because a part of her soul, the part capable of mag-
  ic, has been snatched by the Mistress Hag of the Temple of the
  Hag. Zarra is as tough as her reputation says she is, neither devi-
  ous nor ruthless, but ambitious and hardened by the cutthroat poli-
  tics of the Wizards Guild in Thornguard.
   
  Hopefully, the PCs will decide they want to sign up for this ad-
  venture. To fully complete the scene, the delvers can use their
  down payment of 300 gp to buy new equipment and provisions.
  Scene 2: On the Road Again
   
  For each PC, Zarra will have donkeys as either mounts or equip-
  ment carriers. After all, she will not head out of Lowhollow without
  looking like a top-notch adventurer—word does get back to Thorn-
  guard. This will cause a minor crowd to assemble along the road as
  the delvers head out of town to the southeast towards the Twins
  and the wilder areas of the region.
   
  A 2nd lvl SR In will help a PC notice that not all the spectators
  are waving and cheering; some ork kindred (urooks, swarthy hu-
  
  KOPFY’S Swamp of Doom, Part I: No Fences to Mend
  10
  mans, goblins, and whatnot) are whispering among themselves.
   
  On the first day, the journey from the city gates along the south-
  eastern road should be uneventful. With each hill that the party
  crests, Mount Dath will begin to slowly loom larger and larger, and
  by the evening, Elp's Climb will start to peek out from behind its sis-
  ter mountain. Throughout the night, the delvers on watch should
  only encounter badgers or foxes attracted by the smell of the dis-
  carded food from the camp.
   
  By noon of the second day, both Mount Dath and Elp's Climb,
  with the thick forests of Gnarlay Wood between them, will lie direct-
  ly to the east of the party. To the west of them will be the bandit-
  infested rolling hills of the Vasthill countries.
  The party will come across a promising grove right around lunch-
  time. During lunch, one of the delvers will notice a rustling in the
  nearby trees to the east. A 1st lvl SR Sp or Lk (player's choice) will
  allow a delver to catch a couple small urooks fussing about in the
  bushes. Upon being discovered, the urooks will let out a cry, sud-
  denly raising their wood and leather shields over their heads. Multi-
  ple whistling sounds, about a dozen or so, will be heard all around
  the party.
   
  Everyone must make a 2nd lvl SR Sp to avoid being struck by
  an arrow (damage as described in the T&T Rule Book) from the
  volley coming from the high grass to the west of the group. Anyone
  struck once must make a 1st lvl SR Sp to avoid being hit by a sec-
  ond arrow, as a dozen more will fall into the party's encampment.
   
  Simultaneously, a war party of ork kindred (a collection of swar-
  thy urooks, hobgoblins, humans, and goblins) will move towards the
  encampment. Yet this group of bandits is not just a mass of assail-
  ants rushing blindly into the fray; they strategically move in from
  behind while the archers distract the delvers. Likewise, more com-
  batants will show up to ensure that the adventurers lose the battle.
  Orkish Raiding Party
  MR 30 each
  Notes: The GM can add as many attackers as are needed to en-
  sure that the delvers flee into the Gnarlay Wood.
  
  KOPFY’S Swamp of Doom, Part I: No Fences to Mend
  11
  Scene 3: Not in Their Backyard!
  (All treasure can be found on the Booty Table)
   
  As the PCs enter the Gnarlay Wood, they will notice wide an-
  cient trees and various copses of thick shrubbery. Leaves cover
  most of the ground, and the sky above is only rarely seen by travel-
  ers in these woods. When those in the party look around, they will
  not see the path from which they came, though they will still hear
  their pursuers.
   
  Before long, the chase will give in to the endurance of those in-
  volved. The adventurers will notice that the forest has grown thicker
  around them and that their pursuers have continued to move—or
  have been moved—farther away from them. Looking directly behind,
  they will notice that they cannot even see the trails they were follow-
  ing earlier.
   
  After a while, things will quiet down, and as the evening sets in,
  there will be enough time for a campfire. The GM should allow for
  full recovery of Wiz and two Hits. The woods are actually a very
  comfortable place. Game and fresh flora for eating is readily and
  easily obtained, and the wind will be melodically whistling through
  the trees. Even the most hardened and/or paranoid delvers will find
  it difficult not to relax, and upon doing so, they will have completed
  healing any injuries (Hits) taken before.
   
  The recuperative and relaxing energies teeming in the Gnarlay
  Wood are the result of the confluence of ancient wilderness and the
  inherent magical nature of the Green Fists elves. In game terms, it
  means that when a delver is comfortable in the woods, their recov-
  ery of lost Wiz and Hit points takes place at accelerated rates. How-
  ever, if the denizens of this realm decide that they aren't
  comfortable with their visitors, things change.
   
  The bosks of the area, the ones surrounding the adventurers
  and making the forest thick and full around them, will send messag-
  es to the Green Fists elves, who will then quickly gather their guard-
  ians and select wise men to assess the situation. Since the bosks
  are not above playing games with the adventurers, a 1st lvl SR Lk
  or In will allow a PC wishing to do so to detect that many of the
  smaller trees around him, or her, are changing their positions. One
  such tree, being singled out, will go ahead and wink at the observer
  before speaking to all assembled.
  "Oh there you are!" the bosk will start. "I didn't see you there.
  So where have you been lately? What have you been up to? Was it
  
  KOPFY’S Swamp of Doom, Part I: No Fences to Mend
  12
  hard? What are you doing these days?”
   
  This bosk will keep asking questions without answering a single
  one. And just as the adventurers figure out what is going on, wood
  elves will start stepping out from in between the trees, many of
  which will reveal themselves to be a bosk just like the one speaking
  to them.
   
  Even if no one noticed the playful bosk, a slight rustling of
  leaves will make the adventurers notice about 15 wood elves that
  now surround them. Likewise, they will notice that many of the trees,
  about a dozen and a half, are suddenly changing their positions to
  reveal that they are indeed humanoids. None looks happy about
  the uninvited guests.
   
  This encounter is not meant to become a combat-oriented one.
  By sheer numbers, the wood elves and bosks, once again during
  the course of this scenario, should be enough to defeat the delvers.
  And a few of them even have up to 5th-level spells available. But if
  combat is insisted upon, the elves and their walking tree allies will
  not be fighting to kill the adventurers. At least until one of them is
  killed. The stats are as follows:
  12 Wood Elves
  MR 30 (4d+15)
  Notes: When an opponent fails a 2nd lvl SR In, each can slink back
  into the Gnarlay Wood to come back within five turns fully recov-
  ered from any damage taken.
  2 Green Fists, Captains of Forestry
  MR 60 (7d+30)
  Notes: When an opponent fails a 2nd lvl SR In, each can slink back
  into the Gnarlay Wood to come back within five turns fully recov-
  ered from any damage taken. Both can cast three spells up to 3rd
  level. The GM has to decide which spells a Green Fists elf can use.
  1 Druid, Wood Elf Wizard
  4th Level Wizard
  MR 100 (11d+50)
  Notes: When her opponent fails a 2nd lvl SR In, she can slink back
  into the Gnarlay Wood to come back within five turns fully recov-
  ered from any damage taken.
  
  KOPFY’S Swamp of Doom, Part I: No Fences to Mend
  13
  17 Bosk
  MR 70 (8d+35)
  Armor: Worth 6 points of damage
  Notes: When an opponent fails a 5th lvl SR In, each can slink back
  into the Gnarlay Wood to come back within five turns fully recov-
  ered from any damage taken.
  1 Bosk Wizard
  4th Level Wizard
  MR 90 (10d+45)
  Armor: Worth 9 points of damage
  Notes: When its opponent fails a 5th lvl SR In, it can slink back into
  the Gnarlay Wood to come back within five turns fully recovered
  from any damage taken.
   
  Once the adventurers are ready to listen, both elves and bosks
  will only show their disdain for the trespassers, and will insist that
  all of them be subjected to expulsion from their territory. This ruling
  might not seem so harsh at first, but when the elders state where it
  is to take place, it will draw gasps from those assembled around
  them because the adventurers will be kicked out at a placed called
  "The Bog of Doom." Any protestations or appeals for a different loca-
  tion will just be ignored.
   
  If the PCs decide to make a break for it, the GM should allow it.
  Indeed, every clever little trick the players think up should be
  thought over by the GM, nodded at, and implemented—with all pos-
  sible AP awarded. However, there will be no escape from Gnarlay
  Wood, and the elves and their allies will once again engage in a pur-
  suit, with all its noise and trappings, with the same group they en-
  countered before in this scene.
   
  Eventually, the delvers will find themselves caught between the
  tail end of a herd of reindeer and a thick wall of impassable trees
  that surrounds them almost completely. A few of the reindeer will
  casually look at our heroes, nibbling a bit more grass before the
  herd starts moving in a single general direction without as much as
  an announcement. Hopefully the delvers will tag along with the herd,
  or they will face the same group they did before.
   
  If the delvers decide to follow the reindeer, they will be led down
  a slope until they come to a lake surrounded by cliffs. They will no-
  tice a passage towards the west and a waterfall leading back into
  
  KOPFY’S Swamp of Doom, Part I: No Fences to Mend
  14
  the Gnarlay Wood to the east.
  This will once again be a rather tranquil scene, but soon some-
  thing odd will occur. The reindeer will start to metamorphose into
  humanoids—and into rather elfish looking ones at that. This group
  of were-caribou will idly look upon the group before them. Only after
  more than a few awkward moments of silence will one of the wooks
  speak up.
   
  "Your path lies with the sunset," the leader will say.
   
  The rest of the herd will not only agree with him but will also pre-
  vent the adventurers from heading in any other direction; they too
  live in the Gnarlay Wood and want all outsiders to go away. In case
  of conflict, the stats are as follows:
  300 Wooks
  MR 50 and up
  Notes: Every tenth one will be a Wizard at d6 level.
  Scene 4: A Swamp of Doom
   
  Welcome to the Sodisysius Bog, also known as the "Swamp of
  Doom," and one of the frontiers of the Wyrd. Despite bordering that
  bad place, this place isn't a pleasant one even by comparison. As if
  acting as guardian to the Wyrd, the area is rather deadly and full of
  nasty things. Here, the GM is encouraged to allow rule mechanics
  to lethally deal out punishment to delvers not paying attention to
  things.
   
  At this point, the group will need to get to Hobbletoe's Rise, an
  area of land that is the farthest point the current King Hobbletoe's
  great grandfather ever conquered. Sadly, for many of our adventur-
  ers, this is a pretty hard task to accomplish. It will take two Terrain
  rolls and three Encounter rolls to get there, and using the author's
  matrix for random encounters (The TunnelHack system!) that
  means things will get colorful.
  Terrain (roll d6)
  1
  Swamp: A 2nd lvl SR Sp is required of each adventurer to
  avoid patches of quicksand. Any PC caught in quicksand
  must overcome it by being pulled out by enough delvers
  whose St score equals the stuck PC’s St and Con scores
  +2d. But if the rescuers aren't careful, they too can be pulled
  
  KOPFY’S Swamp of Doom, Part I: No Fences to Mend
  15
  in, so a 1st lvl SR Lk is required of any rescuer, unless they
  think to grab a longer stick or use a rope, to avoid standing
  at the edge of the grass and mire.
  2
  Razor Grass: Tall as a man, it grows in clumps, at about
  arm’s length of each other, in ankle-deep waters. The edges
  of each blade are sharp enough to cause 2d3 damage. Ar-
  mor will only absorb as many Hits as its specified total be-
  fore being considered damaged and in tatters. To move
  through it, the delvers will have to make 1d SR Sp at d3 level
  (1-3).
  3-4
  Swamp and Razor Grass: See individual descriptions
  above.
  5
  The Swamp God Temple: Three paths made of plank and
  stone lead to this pagoda-like structure that rises above the
  weeds and waterways of the swamp. Inside the temple is a
  frog-faced goblin acting as priest and caretaker. A marble
  statue of a three-faced bullfrog, as tall as two adult humans,
  sits in the center of the tall room. Each of its faces stares out
  one of the temple’s entrances.
   
  On a peaceful encounter, the priest, for a symbolic donation,
  will make potions of healing for the adventurers by rubbing
  the belly of the statue and singing "It's Not Easy Being
  Green." He can make up to three potions for each PC, each
  of varying potency (2d for each vial).
   
  On a hostile encounter, if the PCs start to desecrate the tem-
  ple, the priest will fight to the death to protect his charge. If
  the delvers simply attack the goblin guard, the battle will be
  easy enough, as the creature only has a MR 30 (4d+15).
  Hidden treasure throughout the temple is worthwhile: 1d rolls
  on the Booty Table and 2d on the Little Wonders Table.
  However, the Swamp God himself will show up in less than
  3d turns (see Encounter below).
  6
  Swamp: See description above.
  Encounter (roll d6)
  1 Hunting party of 1d Wood Elves. Plain Old Pillage Table.
  2
  Swamp God.
  Big Ass Bullfrog
  MR 1000 (1001d+500)
  Armor: Slippery skin worth 4 points of damage
  
  KOPFY’S Swamp of Doom, Part I: No Fences to Mend
  16
  Notes: This giant frog will not come forward and fight directly;
  it will use its special attacks instead.
  Tongue-Lashing of the Gods: All PCs will have to make a
  2nd lvl SR Sp not to be a target of the creature's snatching
  tongue. Any and all failing the SR will be snatched up and
  crushed by the organelle, taking 17d damage. The next turn,
  the gigantic amphibian will be busy swallowing its catch. But
  on the following turn, it will be looking for more yum-yum.
  Super Sonic Croak: When this bullfrog bellows, all within
  nine bowshots of it must make a 3rd lvl SR In to avoid being
  stunned, that is, operating at 1/3 of their In for 2d turns.
  3-4
  Wook stuck in quicksand. If the PCs help it, it will guide
  them safely to Hobbletoe's Ridge. Plain Old Pillage Table.
  5-6 
  A group of 2d Frog-Headed Goblins with a MR 30 (4d+15).
  Plain Old Pillage Table.
  That's a Wrap:
   
  If the delvers were being pursued by the Swamp God, once they
  reach the ridge and crest Hobbletoe’s Rise, they will realize that the
  creature has stopped chasing them, and that other pursuers won't
  venture out of the swamp. The surviving PCs will be looking out
  over the awesome expanse of the Wyrd. The balmy drafts from the
  Sodisysius Bog and the cooler air from the mountains will provide
  an area of relative comfort, even with more than a few mosquitoes,
  fire ants and other biting insects about. Our heroes can recover and
  refit themselves before continuing on into the depths of the Wyrd.
  2,000 AP to all delvers surviving the adventure in addition to those
  already earned.
  Thus ends "The Swamp of Doom, Part I"
  
  KOPFY’S Swamp of Doom, Part I: No Fences to Mend
  17
  
  KOPFY’S Swamp of Doom, Part I: No Fences to Mend
  18
  Treasure
  Plain Old Pillage Table (roll d6)
  1-3  
  2d slivers
  4 
   1d slivers and a weapon nicer than the one the PC is carry-
  ing
  5 
  3d slivers and a gem-laden necklace (meant as a gift to
  someone else) worth 14 guppies
  6  
  2d slivers and 3d guppies
  Booty Table (roll 2d)
  3-4 
  Roll twice on the Plain Old Pillage table
  5 
  Swamp Steel infused Battle Axe (9d+45) that repels mosqui-
  toes
  6 
  Fur bag containing 400+6d slivers
  7-10 Spell scroll that can teach a 4th-level spell to a Rogue or low-
  er level Wizard
  11 
  Chest containing 500 slivers and 60 guppies
  12 
  Spell scroll that can teach a 4th-level spell to a Rogue or low-
  er level Wizard, and a fur bag containing 400+6d slivers
  13 
  Roll four times for new weapons from the T&T Rule Book
  14 
  Plus roll twice
  Little Wonders Table (roll 2d)
  3-6
  Battle Axe of Bocephus. Inflicts 11d worth of damage and
  makes the holder immune to "Swamp Airs" by making mos-
  quitoes find him or her repellent.
  7-10
  Noffer the Wand (In 18, Wiz 30 and Con 14). If the holder’s
  Ch score is higher than this item's In score, it will learn the
  spells it is taught and cast them for the holder when asked.
  The befriended holder does not actually have to be holding
  the wand to ask it to cast the spells. Note that while its Dx is
  assumed to be high enough to cast any spell (it is a wand
  after all), its In score can only be raised through its own AP
  accumulation.
  11
  Horn of the Swamp God (Minimum requirements: 15 St).
  This arm-length horn requires a 4th lvl SR Con to blow. Once
  the horn is blown, the giant bullfrog will be subservient to the
  horn’s blower for three days. Mind you, it will follow the re-
  quest to kill itself, but will defend the horn’s holder from big-
  
  KOPFY’S Swamp of Doom, Part I: No Fences to Mend
  19
  ger enemies.
  12-13 The Tome of Bocephus. This terribly light, waterproof book
  will teach its reader three spells as well as the secret of mak-
  ing "Swamp Steel." However, a 5th lvl SR Wiz is required to
  decipher its writing.
  14
  Kermit's Frog Bow. The string of this longbow will return
  the arrows shot from it. Its holder is considered a godling to
  frog-headed goblins the world over.
  15+ 
  Roll twice.
  
  KOPFY’S Swamp of Doom, Part I: No Fences to Mend
  20
  
SOURCE: textdata/thevault/Tunnels & Trolls (osr)/Adventures & Settings/TnT - Swamp of Doom I No Fences to Mend.pdf