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209180-Sample.Pdf

209180-Sample.Pdf

Sample file Into the Belly of the Beast An adventure for four to five characters of levels 3rd to 5th.

Written By Jeff . Stevens [email protected] @jcorvinstevens

Cover and Internal Artist Daniel F. Walthall A link to Daniel’s work and can be found in Free! Stock Art by Daniel F. Walthall

Free! Fantasy Stock Art by Daniel F. Walthall is licensed under the Creative Commons Attribution 4.0 International License. (CC BY 4.0)

Cartography Some artwork by © 2017 Elven Tower Cartography, used with permission. All rights reserved. https://www.patreon.com/elventower

Test Readers M.T. Black, Ken Carcas, Jean Headley, Harrison O’Sullivan

Layouts Benoit de Bernardy

DUNGEONS & , D&D, , Forgotten Realms, the ampersand, Player’s Handbook, 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 charactersSample and their distinctive likenesses are property of Wizards of the Coast. This materialfile 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.

Copyright © Jeff C. Stevens 2017

INTO THE BELLY OF THE BEAST 2 DM’s Overhead Map (A printer friendly version is available at the end of this module). Suggested hours of travelSample are listed as numbers from one point to the next. file

INTO THE BELLY OF THE BEAST 3 Player’sSample Map file

INTO THE BELLY OF THE BEAST 4 any years ago, Gras’ess, a †† Encounter I – Swamp Island lizardman from deep within Potentially necessary to complete a side the swamp, drew this map. . He took the map and several large gemstones to the edge Chapter Three: X Marks the Spot of the marsh and waited for a The players find their way to the X marked on Mnobleman or adventuring party to pass so he the map, and a final encounter that may prove might engage in trade. Gras’ess wanted to move deadly. † up higher in his tribe’s ranks and wished to trade † Encounter J – The Guarded Land for magical weapons. Necessary. No events occur in this section. † The lizardman did meet up with a group of † Encounter K – The Belly of the Beast traveling adventurers, but the encounter did not Necessary. Completes the original objective. go as he had planned. The adventurers attacked Gras’ess, killed him, looted him of his jewels Possible Adventure Hooks and map and then proceeded on to Daggerford. Getting the PCs involved is just a matter of The adventuring party lost the map in a game of making sure that they come across the map. You Three Dragon Ante. See the ‘Possible Adventure can find below some possible ways they might Hooks’ section for where the map ended up. acquire it: †† A sibling or family member acquired the map Adventure Outline while gambling. † This adventure is broken into thee chapters, † The party acquire the map while gambling. † with each chapter being slightly customizable. † The party find the map during another Necessary and Optional encounters are listed in adventure. † the below outline. † The party find a young boy or girl standing Chapter One: Into the Swamp along the edge of a swamp. The child wears an overstuffed backpack while reading the The players, having already acquired a map, map. The child’s parent has been ill and the enter the swamp and follow the map to various family needs . The child could sell the destinations. map to the adventurers for 100 gold pieces. †† Encounter A – The Lizardman Patrol Necessary. Starts the action. †† Encounter B – The Rolling Grass About this Adventure Optional. DMs discretion. I’ve wanted to create a swamp adventure for a †† Encounter C – The of the Swamp while, and the image I had in my head is now Necessary. Introduces a potential NPC the beautiful cover image by Daniel F. Walthall. †† Encounter D – Random Island Encounter The dragon skull is the ‘X marks the spot’ in Optional. this treasure hunt adventure through a swamp. †† Encounter E – Lizardfolk Island I’ve included several additional encounters Necessary. Party acquires a boat or side quest. that can be used to extend the adventure. Chapter Two: Decisions Also, an outline is included that shows which encounters are necessary. The players are presented with adventure The overall goal of the adventure is to find a choices. One must be completed before they may treasure that lies deep within the swamp. The progress further. party acquires an old map with a red X. Several † † Encounter F – DarkRoot landmarks are noted on the map to help them Necessary. Party acquires a side quest and find their way through the swamp. Along the gains entry journey, they encounter all sorts of interesting † † Encounter G – Kanthar the creatures and obstacles. Potentially necessary to complete a side I hope you enjoy the adventure! quest.Sample file Now – go play D&D! † † Encounter H – A Vile Smell - Jeff C. Stevens Potentially necessary to complete a side quest.

INTO THE BELLY OF THE BEAST 5 The Map Chapter 1: Into the The map is unimpressive and looks as if it had been drawn by a child. However, a successful DC Swamp 10 Wisdom (Perception) check reveals, however The players, having already acquired a map, childlike the drawings, there does seem to be an enter the swamp and follow the map to various exotic quality about the map. It isn’t drawn on destinations. parchment. It feels more like a very thin hide of some sort. The ink of the map is also different The Swamp and could be dried blood. General. The swamp is a foul-smelling place Running the Adventure that is not easily traversed. It should prove to be a task for the party to move around the swamp. Water Levels. The water levels of the swamp Text in textboxes is to be read to the players. I vary. The overview map shows the varying tend to be long winded when using descriptive depths of the water using different shades of grey text, but I want the DM to know the NPC and and black, with black being the deepest water. get a feeling for the situation. Feel free to Terrain. The swamp is filled with patches of summarize the descriptions if that is more your dry land but for the most part it is water and may DMing style. require the use of a boat in some areas. Most islands have a 5-foot-wide shoreline of 6-inch deep water. An adventurer traveling deeper into Text in orange boxes is for your information the swamp quickly finds the water rising, and and should not be read to the players. the muddy and mucky bottom creates Difficult Terrain. The grey sections of the swamp are 10-feet deep and the black sections are 20-feet The stat blocks for the creatures in this module deep. You may wish to familiarize yourself with can be found in the 5th Edition Monster the Swimming rules and Exhaustion rules on Manual or in Volo’s Guide to . pages 116 of the Dungeon Master’s Guide before running this adventure. Official Wizards of the Coast books referenced: Insects. Insects are a nuisance as they buzz MM = 5th edition Monster Manual around and bite (with no effect unless otherwise PHB = 5th edition Player’s Handbook noted). DMG = 5th edition Dungeon Master’s Guide Survival. Most of the wood and kindling in the VGtM = Volo’s Guide to Monsters swamp is damp. A character succeeding on a DC A Battle Stat Tracker is included for many of the 12 Wisdom (Survival) check finds dry wood. encounters. I include this to make preparation Travel. Certain areas of the swamp are not time easier for the DM. accessible. The deep waters of the swamp are over 20-feet-deep and are filled with horrible Unless otherwise noted, assume all NPCs have dangers. To convey this message to the PCs, you the stats of a commoner (MM, p 345). may mention that the deep waters swirl about savagely, or a large tail or fin is seen breaking Your players may not follow this adventure the the water’s surface, or a small creature falls from way it is written. Be prepared to be unprepared a tree and lands in the water. It treads water and have fun! Let your imagination fly. and swims for the shore as fast as it can, but suddenly the water rolls and boils around it and it disappears. Crafting. A character succeeding on a DC 12 Wisdom (Survival) check can craft a raft for Samplethe party that holds together file for one-hour. On a result of 15 or higher the raft lasts for one day.

INTO THE BELLY OF THE BEAST 6 Entering the Swamp The adventure begins while following the map to the various noted landmarks. Many changes to the area have occurred over the years and not all the landmarks are as they appear on the map. The first section of the map is current and the party travels along a raised section of land. A: The Lizardman Patrol The party travels 2-hours before the first encounter.

You walk along a peninsula of sparsely vegetated ground. The dark waters of the swamp can be seen to your right and the shoreline is active with slithering snakes, crawling crabs, and other small creatures. Two hours pass without incident but, as you continue, you hear something in the water off to your right. Several lizard-like faces swim through the water and head toward you.

A patrol of eight lizardmen (N, CR ½, MM, p 204) attack the party. The patrol is from the lizardfolk village that lies deeper in the swamp. As the battle continues, one lizardman NOTE: To get a real view of Rolling Grass, attempts to flee the battle after five of the patrol go to YouTube and search for Traversing have fallen. If successful, he returns to the village Trembling Earth and select the Discovery and warns it of the adventurers. Channel video. In addition to their normal equipment, one lizardman carries a medium-sized pink pearl worth 100 gp. You may wish to add a DC 10 Dexterity check every so often to see if the movement of the B: The Rolling Grass rolling grass trips up any of the adventurers. Failure results in the PC falling prone. The castle depicted on the map has sunk The peninsula ends at a mass of thick grass since the map was sketched. Only its tall tower that spans across the swamp. Although the reaches out from the water. castle depicted on the map cannot be seen, The rolling grass has grown over the castle. a lone castle tower extends 30-feet out of the The walls of the castle are just below the rolling grassy area. grass and offer it support. Certain sections of the rolling grass cover empty rooms into which The grass is known as ‘rolling grass’. It is a thick, adventurers may fall. These stone-walled rooms carpet-like grass often found in swamps and have only ¼-inch of water on the floor. it grows on top of the swamp water. If walked The grass is tall and only a successful active on, the thick grass ripples and rolls, as if one DC 25 Wisdom (Perception) check reveals a were walking on a trampoline. It is solid in most slight change/indentation to the ground that places.Sample covers an empty room. file

INTO THE BELLY OF THE BEAST 7 A red circle represents an empty room. A Area D creature stepping on a red section must succeed This room contains a rotten straw mattress. on a DC 18 Dexterity save. A success results If the mattress is moved, a DC 13 Intelligence in the creature catching itself before it falls (Investigation) check or a DC 13 Wisdom completely through the rolling grass. However, (Perception) check reveals a loose stone in it notices that its lower torso is no longer in the floor. Removing the stone reveals a hidden the water and dangles freely below it. A failure storage space that contains 100 gp and a philter results in the creature falling through the rolling of love (DMG, p 184). grass, landing in a dark room with stone walls, and suffering 2d6 bludgeoning damage from the Area E fall. A stone tower extends 30ft. above the ruin. The The Ruins stairwell is sound and can be used to enter and exit the ruin. Climbing the exterior of the tower General. This castle was a ruin long before it requires a successful DC 13 Strength (Athletics) sank and most of its valuables have already been check. Due to the soft nature of the rolling grass, plundered. if an adventurer falls while climbing, they take Light. The interior of the ruin is dark and 1d3 bludgeoning damage per 10ft. they fall. They requires the use of darkvision, a torch, or other must also succeed a DC 15 Dexterity check to light source. avoid breaking through the rolling grass and Water Levels. The water level of the swamp is landing in an empty 20ft. x 20ft. stone-walled just below or nearly even with the height of the room, or under the grass and in swamp water. castle walls. Certain rooms on the map show rooms which are filled with swamp water. Area F Interior. A ¼ inch pool of water covers the A 15-foot long Constrictor Snake lairs in interior floor of the ruin. The wooden doors this room. She has been sleeping but awakens (white sections) are unlocked. when the adventurers enter the ruin. She waits Creatures. A giant constrictor snake (CR 2, for them and surprises (surprise attack) the first MM, p 324) has made the sunken ruin its lair. Its adventurer that appears in the doorway of Room nesting location is Room F and it uses the tower F. to get in and out of the ruin. Area G Area A A storage room holding brooms, shovels, and The exterior of the castle was not covered with rakes. a roof. The rolling grass now covers the empty Area H rooms below. A section of the floor has cracked, allowing water Area B to seep in. The room is now filled with swamp The interior sections of the castle are covered water. The wooden door is swollen shut and with a solid roof. The stone floors of specific mud from the swamp fills the crevices, causing rooms have cracked and failed, causing swamp a nearly tight seal. A successful DC 13 Wisdom water to seep in and fill the room (see H). (Perception) check reveals that the door appears Several large pellet shaped items are found in damp, as if it is soaked with water. the interior. These pellets are excrement from Anyone attempting to one of these doors the giant constrictor snake that in the ruin. must succeed on a DC 18 Strength (Athletics) Though no bones can be found within these check. On a success, the door bursts open, pellets, a DC 15 Wisdom (Perception) check causing swamp water to spill out in a 10-foot reveals the hilt of a +1 dagger (DMG, p 213). cone and into the interior of the ruin. Any Area C creature within the cone must pass a DC 15 Dexterity check or be knocked prone and pushed This room is filled with a rotten straw mattress. back 15ft. as the water rushes out. If this push A 3ft-longSample snake skin lies on top of the mattress. effect results in the character file hitting a wall, apply The snake skin is from a baby constrictor snake 1d6 bludgeoning damage. that may or may not be in the ruin.

INTO THE BELLY OF THE BEAST 8 Area I shape of an attractive half- maiden named A simple closet with old, rotten leather capes Hilla. Hilla is fishing from the bridge when the and cloaks hanging on the wall. A character party encounter her. She invites them to her searching these garments finds 7 gp, 3 sp, and 5 home for a bowl of stew and a safe place to rest. cp in the pockets. Hilla is an attractive half-elf maiden with green NOTE: For a more difficult encounter, add eyes and cropped black hair. She wears nice, another giant constrictor snake and/or 4 yet dirty, leather breeches and a white poet’s babies (constrictor snake, CR ¼, MM, p 320). shirt. She comes across as hospitable and speaks with a certain southern charm. C: The Hag of the Swamp The thatch-roof hut rests on thick tree trunk stilts A green hag (N/E, CR 3, MM, p 177) lives in a and stands approximately 10ft. above the ground. raised hut on a patch of dry land. The entrance A ladder is used to reach the main entrance. to her hut faces an open, deep-water area of the A wooden chair sits on a small porch on the swamp. Her pet, Toady, (swamp roper, N/E, CR outside of the hut. A character passing a DC 12 5, see Appendix) resides in the swamp next to Wisdom (Perception) check notices red stains the hut and is disguised as a large rotten tree along the porch by the chair, as well as on the trunk standing in 5-foot deep water and 20-feet railing. In the evenings, Hilla sits in the chair and from the hut’s open porch. throws bloody meat scraps to Toady. As she usually does, just in case she When the party enter the hut, read or encounters any would be meals, the hag has summarize: used her Illusory Appearance to assume the The dusty and unkempt interior of the hut includes an unmade bed, a pot-belly stove with a simmering pot on top, a weaved chair, and a closet. Several dried rodent skulls of various sizes dangle from the ceiling and in the breeze that slips in through the windows.

Goblin Stew Hilla offers the adventurers a bowl of stew, which does smell tasty. When eaten, it tastes like it has been cooked in swamp water and the meat has a very odd, gristly texture. Have each character eating the stew roll a d20. The character with the lowest result bites down on something flat and hard. If they remove it from their mouth, they pull out a gnarled, yellow toenail. The closet holds a captured swamp goblin named Me’Jerk (pronounced Me Jerk). He is bound, gagged, and maimed. Blood soaks through the dirty, cloth bandage that covers the leg that is missing a foot, which was used to make the simmering stew. Me’Jerk begins to move around when he hears voices. He wants Sampleout! A passive Perception scorefile of 12 or higher

INTO THE BELLY OF THE BEAST 9 notices sounds coming from the closet. If no one Marspot Gimblebum (male forest in the party has a passive Perception of 12 or commoner) and his friend, Timotay Handywits higher, a character succeeding a DC 12 Wisdom (male forest gnome commoner), were (Perception) check hears the sounds. inexperienced adventurers. They entered the swamp several years prior and became Me’Jerk is a swamp goblin (swampy), (C/G, separated. Timotay met his fate with Hilla. CR 1/4, see Appendix). Both his goblin and Marspot, nearly dead from dehydration, was common are poor and broken when he speaks. found by the swamp and has since He knows that he can’t currently make it been made a slave. home alone with his injured foot. He needs the help of the adventurers. Me’Jerk offers to help If Me’Jerk is asked about Marspot, he verifies the them traverse the swamp if they promise to goblin village has a gnome living in it. He also take him home. tells them that that they require a boat to reach Me’Jerk limps about on his bandaged leg and the Swamp Goblin Village. cries out often. He may even ask to be carried by an adventurer. “Me’Jerk want to help. White-haired gnome trying to do riddle for Chief Gumba. She nice but want treasure. Gnome working on that.” If Hilla is asked about the sounds, she says, “You take Me’Jerk home. I help you. We need “Sometimes rodents climb up and into the hut. boat. Scaly-men have boats.” Nothing to worry about. I’ll get him later.” If Me’Jerk is found, Hilla shapechanges into For more information on the Swamp Goblins, her Green Hag form and attacks the party. In see section “I: Swamp Goblin Village”. addition, she yells, “Toady! Momma needs help!” The Swamp Roper then moves closer to the hut and attacks the party through the opening on the porch with its 50ft. tendrils. Treasure. A small, wooden box under the bed contains 2 pp, 47 gp, a small diamond worth 25 gp, and a sending stone (DMG, p 199). The Sending Stones The other Sending Stone is held by Marspot Gimblebum, who is being held as a slave at the Swamp Goblin Village. Anyone using the stone contacts Marspot. He’s kept the stone hidden from his captors. If the stone is used, Marspot responds with:

A quiet and anxious voice comes through the stone. It says, “Timotay, is that you?” “I’m being kept on an island of goblins. Please,Sample (sneeze) come help me!” file

INTO THE BELLY OF THE BEAST 10 Me’Jerk and the Lizardfolk E: Lizardfolk Island Me’Jerk’s goblin clan and the lizardfolk are Although shallow enough to cross without rivals; they often battle over fishing and hunting incident, the water from Area D to Area E is grounds. They both claim this area of the swamp 3-feet deep and considered Difficult Terrain. All and neither wish to leave. Me’Jerk tells the party, other waters surrounding Areas E, F, G, and H although they are rivals, the two villages have are 20-feet deep. Unless the party has a means to stayed away from each other for several months. cross these waters, a boat may be necessary. Me’Jerk tells the party the lizardfolk village A 6-foot tall timber fence lines the shoreline of has boats. They may be able to steal a boat, but the village. A gate, guarded by two watch towers the lizardfolk queen, Ska’la, will not speak with with a Lizradman in each, is on either side of the them. This is not entirely true. village. The guards are not typically very alert; seldom does anything ever attempt to enter the “Map show place you go over deep water. village. If one of the lizardmen escaped the battle You need boat. Scaly-man village have boat. in Area A, the guards are on full alert. But, they not like strangers, and...they not like Swampys.” The Village A large ruin stands in the center of the village Because he fears for his life, he tells the party and is occupied by Ska’la, the lizardfolk queen, that the Queen will not speak with them. A and her two lizardfolk royal guard. character passing a DC 10 Wisdom (Insight) The village consists of: check believes Me’Jerk is not being truthful. If †† 10 lizardfolk warriors (N, CR 1/2, MM, p 204) questioned, Me’Jerk quickly explains that he is †† A lizardfolk (N, CR 2, MM, p 205) afraid that the lizardfolk will kill him if they see †† A lizardfolk queen (C/E, CR 4, MM, p 205) him. †† 2 lizardfolk royal guard (see Appendix) Me’Jerk does not wish to enter the lizardfolk †† A pit of 8 trained crocodiles (CR 1/2, MM, village. He would rather wait for the party p 320), two of which patrol the sides of the outside of the walls. A successful DC 12 island. Charisma (Intimidation) check convinces Me’Jerk to enter the lizardfolk village. D: Random Island Encounter This island, and other unmarked islands, can be used to extend the adventure with additional encounters. Please see the suggested “Additional Encounters” appendix on page 26 if you wish to add short encounters. Chapter 2: Decisions The players are presented with adventure choices. One must be completed before they may progress further. There is the possibility that they bypass the Swamp Goblin Village if they are not traveling with Me’Jerk and did not find the Sending Stone in the Hag’s hut. Skipping the Swamp Goblin VillageSample does not impact the story. file

INTO THE BELLY OF THE BEAST 11 The gates are barred from the inside. if within range. They otherwise wait for the A character passing a DC 13 Intelligence adventurers to get closer. If a guard runs out (Investigation) check discerns that the bar could of javelins, his next turn is used to exit the be lifted from the outside by using a sword tower. He then joins the fight on the ground. or similar item through the slits in the gate. †† Four of the lizardfolk resting in their huts Lifting the bar without being noticed requires a (area “2: Lizard Huts”) rush out of their successful DC 15 Dexterity (Stealth) check. quarters and attack the adventurers. The Meeting Queen Ska’la other two lizardfolk run to warn Queen Ska’la. They then wait at the ruin entrance Most of the lizardfolk only speak Draconic, the and attack the party when they appear. only exceptions being Ska’la and the Shaman †† Ska’la (lizardfolk queen) and her two who also speak common. If no one in the party lizardfolk royal guard wait in the ruin. speaks Draconic, they may have a very difficult time entering the village. If the adventurers do 1: The Guard Towers not threaten the guards, one of them summons the shaman to speak with the party. A boat, broken and unusable, is tied to the These lizardfolk respect the party as mighty island’s bank. The tops of two guard towers adversaries, especially if one of the patrol peek out from above the 6-foot tall gate survived the first encounter. They believe in a fashioned from timbers. ‘good death’ and perishing in battle is an honor. The lizardfolk have little ill-will for the party if the There are four guard towers in all, two on either adventurers are respectful, and Queen Ska’la has side of the island, with a lizardfolk in each guard a task for them. tower. A crocodile, tamed by the lizardman If the party request a meeting with Ska’la, one shaman, patrols either side of the island. The of the lizardfolk takes them to area “A: Queen crocodiles do not patrol the gated areas. They Ska’la on Her Throne”. have been trained to patrol only the sides of the Attacking the Village island. If the party do not request a meeting with the Sneaking past the guards requires a successful lizard queen, and they attack the village, the DC 11 Dexterity (Stealth) check. If a lizardman lizardfolk fight to defend their home and their escaped during encounter “A: The Lizardman queen. Patrol”, the guards are on alert. In this case, †† The lizardfolk shaman in area “4: The have the party roll Dexterity (Stealth) checks Shaman’s Hut” rushes to area “3: The contested by the guards’ active Wisdom Crocodile Pit”. He then releases the penned (Perception) check at +3. If the adventures are crocodiles and commands them to attack the spotted, the guards yell at them (in Draconic) and adventurers. He and the six crocodiles appear tell them to stop where they are. If none of the three rounds after the battle begins. adventurers speak Draconic, the guards quickly †† The shaman then casts conjure animals to summon the Shaman to converse with the party. conjure one of the below reptiles: 2: The Lizard Huts • 1 giant constrictor snake (CR 2) The six thatch huts on the west side of the island • 1d6 + 2 flying snakes (CR 1/8) each hold a sleeping lizardfolk. If the guards in • 1d6 + 2 constrictor snakes (CR 1/4) the towers alert the camp of the intruders, these • 1d4 crocodiles (CR 1/2) sleeping lizardmen quickly rise and join the fight. • 1d6+2 giant poisonous snakes (CR 1/4) Treasure. Each of these huts hold 2 sp, 1 cp, • 1d6+2 giant lizards (CR 1/4) and a small gemstone worth 10 gp. †† The shaman then attacks with his thorn whip or produce flame cantrips, or he casts 3: The Crocodile Pit entangle after the PCs defeated the animals The village’s shaman has trained eight he summoned. crocodiles to obey his commands. Six crocodiles † Sample file † Each of the Guard Towers (area “1: The are currently in the pit while the other two patrol Guard Towers”) has a lizardfolk with four the shoreline of the island; one on either side. javelins which they hurl at the adventurers Should the party attempt to skirt the shoreline, they run into a crocodile half-way around the INTO THE BELLY OF THE BEAST 12 island. This alerts the camp and the guards. The shaman commands all the crocodiles to Ska’la is a fat and bloated lizardfolk queen. attack the adventurers if a battle ensues. Her belly hangs over her waist and she wobbles as she walks. For this reason, her 4: The Shaman’s Hut speed is reduced to 20 ft. for both walking and The shaman’s hut is filled with strange herbs, swimming. dried plants and berries, and roots. Three Ska’la wears a brown leather top that barely bamboo containers with cork stoppers stand on covers her chest and a brown leather loincloth. a makeshift table. These are potions of greater She is a disgusting creature. healing which have been brewed by the shaman. She is willing to deal with the adventurers The lizardfolk shaman is in his hut when the if the deal helps her. But, once the deal is PCs arrive at the village. He wears a six-inch complete, given her chaotic evil nature, she long, dried crocodile-head necklace around double crosses the adventurers. his neck. This necklace is a necklace of the Ska’la carries a circular key ring that holds crocodile. three iron skeleton keys on her hip. This key ring is not visible when she sits, but could be Necklace of the Crocodile noticed with a DC 12 Wisdom (Perception) Necklace, rare, requires attunement check if she stands. These keys open the chests This necklace has 3 charges, and it regains located in the treasure room. 1d3 expended charges daily at dawn. While wearing the necklace, you can use an action Ska’la keeps two lizardfolk men (lizardfolk royal to expend 1 of its charges to cast one of the guard – see Appendix) in the ruins with her. following spells: animal friendship (save DC These men are her servants, bodyguards, and 14) (crocodiles only), speak with animals mates, and they have sworn to protect Ska’la. (crocodiles only), summon crocodile 1/day (as If the party is granted an audience with Ska’la the conjure animal spell, but only 1 crocodile) she may listen to them and accept an agreement. An island of swamp goblins lies to the east and 5: The Ruins she would like the party to vanquish them from the swamp. To prove they have completed the A 20-foot tall stone structure stands in the task, she requires they return with four goblin middle of the island. heads.

Five rooms make up the interior of the ruin. A: Queen Ska’la on Her Throne When the party enters the ruin, read or summarize:

At the other end of the room, an obese lizardwoman sits on a stone throne. Her huge, naked belly lops into her lap and several slivers of meat lay along her partially leather-covered bosom. A muscled lizardman, holding a spear and wearing nothing more than a knee-length red loincloth, stands on either side of her. The lizardwoman raises a hunk of meat to her mouth and takes a large bite. She chews forSample a few seconds as she looks at you. “What file ess it you want?”, she says while spitting bits of meat onto her chest as she speaks.

13 If Me’Jerk is with the party when they meet †† One barrel is filled with salt-cured fish and Ska’la, she demands he be immediately equal 20 servings for a group of 5. executed. The party may be able to persuade her †† One barrel is half-filled with aged turtle eggs otherwise. Doing so requires a Charisma check – a delicacy to the lizardfolk. If cracked open, (Intimidation or Persuasion) versus Ska’la’s the smell from the gelatinous goo inside of the Charisma check (+2). The roll has advantage if is stomach churning. the PC presents a good reason to spare Me’Jerk. If the party accepts the offer, she lends them a F: DarkRoot 6-person dugout canoe. However, when the party return and enter the lizardfolk village, her troops An island, fenced-in by thick cypress trees, attack. She is a chaotic evil lizardfolk queen after appears ahead. The foremost tree, a massive all. dark-grey cypress, begins to move. Orange- B: Guard Room 1 colored eyes and a mouth appear in the tree’s Searching this room yields 2 gp, 30 cp, and a trunk. It speaks to you in a deep and unhurried note scribbled in Draconic that reads ‘She’s so voice. “Turn back now. You have no business disgusting!’ beyond this point.” C: Ska’la’s Bedchamber Ska’la sleeps on a surprisingly nice straw DarkRoot (treant, C/G, CR 9, MM, p 289) mattress. Investigation of the bed yields little - guards this section of the swamp. He controls only a few scraps of old, dried meat. the bushes and trees on this island to keep the Investigation of the wooden dresser yields island creatures safe from the evil that lurks 2 large, cut emeralds (100 gp each), a leather in the swamp. The dark waters of the swamp sack containing 50 gp, a scroll of protection vs. have turned this cypress tree a dark grey, hence undead (DMG, p 199), and a metal key which his name. is used to open the treasure room (area “E: Treasure Room”). D: Guard Room 2 DarkRoot sees no reason for the adventurers to pass into his sanctuary. Although, he could strike Searching this room yields 2 gp, 30 cp, a a deal if the adventurers state their true intent. polishing cloth, and a finely polished silver He is only concerned about the safety of the handheld mirror. creatures under his guard. E: Treasure Room Securing Safe Passage The treasure room door is locked, but can DarkRoot has two for the adventurers; be opened with the key found in Ska’la’s completing either quest grants the party access bedchamber or with a successful DC 15 to the land beyond his guard. Dexterity check using thieves’ tools. The iron 1) A bothersome troll constantly torments door has an AC 19 and 27 HPs if the party DarkRoot. It appears every few days and attempt to it down. stands in the water, taunting DarkRoot This room contains three large chests and in its foul, unintelligible language. If the three 4ft-tall wooden barrels. The chests may party dispatches this troll, DarkRoot lets be opened with the key ring that Ska’la carries them pass. He requires proof and asks around her neck, or with a successful DC 12 that the party return with the peculiar Dexterity check using thieves’ tools. spiral-shaped bone earring the troll wears †† Chest #1 holds 536 cp. † in its right ear. The troll lives on an island † Chest #2 holds 50 medium-sized pearls worth not far to the west and he believes, from 25 gp each. † its actions and taunting, that its name is † Chest #3 holds a suit of studded leather Kanthar. If the adventurers choose this mariner’sSample armor (DMG, p 181). quest, see G: Kanthar file the Troll. †† One barrel is filled with pickled frogs and equals 10 servings for a group of 5.

INTO THE BELLY OF THE BEAST 14 2) A loathsome, smelly beast (a catoblepas) unwilling to negotiate with DarkRoot, you may has recently taken to a section of the wish to allow a DC 10 Intelligence (History swamp. Its stench is horrid and infects or Arcana) check. A success reminds the the waters. DarkRoot can taste the animal adventurers of the tales they have heard of these in his roots and he wishes it dispatched. types of creatures being able to animate other The beast lives in a fetid, muddy area of trees. the swamp to the east and the journey is Sneaking Around DarkRoot roughly 6-hours by boat. If the adventurers attempt to bypass DarkRoot The beast must be incinerated as DarkRoot and enter the guarded land without completing does not wish to taste its rotting carcass in the one of his quests, DarkRoot knows. He has swamp water. He’ll know the deed is done when a connection with the surrounding trees that the water’s natural flavor returns and he tastes allows him to sense intruders, and his may the ash in the water. If the adventures choose travel to any of these trees. He then transforms this quest, see H: A Vile Smell. the tree into his Treant form and confronts the Attacking DarkRoot adventurers. If attacked, DarkRoot (treant) animates two of Talking to DarkRoot the large cypress trees that stand next to him. If questioned about the dragon skull on the map, Each becomes a treant. Attacking DarkRoot read or summarize: would be unwise as the party would be facing three CR 9 creatures. If the adventurers become DarkRoot says, “Yes, a large black dragon lived in the cave many years ago, and the woodland creatures tell me that its skull now fills the cave entrance. It’s good that he is gone. Black Dragons are vile creatures.”

DarkRoot knows the lair is occupied by another black dragon, but he sees this as an opportunity to either rid the swamp of the black dragon, or rid the swamp of these pesky adventures. The last thing he wants is more adventurers entering the swamp. G: Kanthar the Troll General. The troll lair is damp and smells of rotten flesh and mildew. Light. Two types of bioluminescent algae grow in the cave and provide dim light in several areas. Other areas are considered dark. Terrain. The floor of the cave is a wet mix of gravel and mud. It makes a squishy noise when walked on but does not hinder movement. Water. Pools of fresh water are found in Sampleseveral areas of the cave. file

INTO THE BELLY OF THE BEAST 15 Kanthar (troll, C/E, male, CR 5, MM, p 291) Two types of bioluminescent algae grow in the lairs in a cave located on a small island. The cave and provide dim light in several areas. cave entrance is easy to locate and the caverns The Green Algae. The green algae are lead under the swamp. He looks like your harmless and may be removed and used as a typical troll, but wears a strange bone earring light source. The green algae are very sticky and in his right ear. clings to clothing, armor, and skin, and it does Kanthar is hungry. He has grown tired of not wash off. Anyone touching the algae finds scouring the swamp for food. The lizardfolk it lingers on their skin. If they try to wipe it on have built defenses and they avoid his island. clothing, the green algae only smear and grow. He can smell the tasty morsels that scurry in Any creature contaminated with the green the land that DarkRoot protects, and he often algae suffers the effect of the fire spell stands in front of the treant, pleading for him to (PHB, p 239). open the gates so that he may hunt. He knows The algae continue to glow until it has spent 12 a fight with the treant would be pointless, so he hours outside the cave, or until it is burnt off. continues to plead. The Yellow Algae. If touched, the yellow algae explode and hurl yellow-colored acid in a 10ft. radius. A creature within this radius must Kanthar is not on the island or in the cave when succeed on a DC 12 Dexterity saving throw, the Sampleadventurers arrive. He is out in the swamp suffering 2d6 acid damage file on a failed save, or looking for his next meal. He returns when the half as much damage on a successful save. adventurers reach the cave’s main chamber (F).

INTO THE BELLY OF THE BEAST 16 A: A Pool of Water Gooches is currently sitting in the pool of This section of the cave has an 8-foot deep pool water, its eyes just poking out from the surface. of fresh water. Investigation of the pool reveals a The light of the algae makes its eyes glow green. glowing light at the bottom. The effect resembles the light on the walls and The glowing light is a necklace of prayer beads the glowing eyes could be mistaken for more (DMG, p 182). The necklace has four blue topaz algae. A creature passing a successful DC 14 beads attached to it, each of which are a bead of Wisdom (Perception) discerns the glow is from a curing. pair of eyes reflecting the algae light. It is nearly feeding time and Gooches assumes B: Kanthar’s Restroom the adventurers are its next meal. Gooches leaps from the water and attacks the nearest A horrible smell fills this area. A large pile of adventurer. green fungi casts its light about the room, and E: Junk you notice a glint of something shiny in a small alcove. Peering in, you find a thick layer of Various bits of clothes, a few mundane weapons, excrement covers the alcove floor. Something and two small gold necklaces (10 gp each) lay in shiny, perhaps gold, peeks out from the filth. the corner of this area of the cave.

Kanthar relieves himself in this alcove. Anyone searching through the small filth-filled alcove must pass a DC 15 Constitution save or be poisoned for one minute while they vomit profusely. Searching the filth reveals a gold ring worth 30 gp and a ring of jumping (DMG, p 191). C: The Bone Piles

The algae on the wall casts a dim-green light on several piles of bones.

The bones are a mix of several creatures. A character passing a successful DC 18 Wisdom (Medicine) check discerns that the bones are from goblinoids, rodents, and . A successful DC 12 Wisdom (Perception) check reveals 1d6 cp and 1d4 small, uncut gemstones (5 gp each) intermixed within the bones. D: Kanthar’s Pet Kanthar keeps a pet giant toad (CR 1, MM, p 329) named Gooches in this area. Gooches has adapted to being a pet and enjoys being feed and not Samplehaving to hunt. It roams the cave freely. file

INTO THE BELLY OF THE BEAST 17