d30 Swampcrawl b1 revised
d30 Swampcrawl b1 revised
d30 Swampcrawl b1 revised
1. Spawning pond of Giant Spitter Frogs. The croaking of 7. Weird rock formations can be found around the swamp.
dozens of (1d10×5) Giant Spitter Frogs can be heard When sun is set and sky is dark they start to glow. Around
thousands of feet away. These are more likely aggressive midnight Mi-Go fly there and start to do weird space
than randomly encountered ones. (Table 2 Entry 1 for insect rituals. Better not get caught or your brain might
creature). end up in a jar!
2. Village of Lost Swamp Children. Village of 1d3×5 weird 8. Old ruins. Old ruins are always full of danger, traps,
children. The village is built: and many treasures. Add a random cool ruin/dungeons map
here and stock it with random rolls. Old ruins are
1d3 Result totally random and weird. And if you survive, those pay
1 On weird crooked swamp treetops. well.
2 Caves in rock formation.
9. River. Rivers are nice, they always lead out. There's
3 At pond on floating platforms. also fresh water (if you don't mind leeches, mosquito eggs
(Table 2 Entry 3). and nasty things like that). Alligators can be a problem.
Also weird half-human half ape (make up yourself) men of
3. Spawning pool of the Swamp Spawn. Nuff' said. Lots of the swamp clan live around the river bend (1 in 3 change
weird creatures around. LOTS of them. At least d30×100. right here!).
(Table 2 Entry 5).
10. Alien artifact from the times before this location
4. A pond. Nice and refreshing, unless in 2 in 3 change it was a swamp. Look around. Imagine how to make an ancient
is not nice and refreshing and the water is bubbly of gas alien artifact of the first item to catch your eyes. Be
and smelly and there are Yucky Fish. (Table 2 Entry 7). wild, creative, what ever comes first in your mind
should work as long as it is cool.
5. Mosquito Soldier HQ. Black large monolith like tower
made of weird black material. Mosquito soldiers are 11. Rough terrain extremely hard to proceed. Also when
heavily patrolling the area. Intruders are captured and you start, it's impossible to find your way back. The
taken to their god-queen... (Table 2 Entry 8). swamp feels like living around you. No matter what you
do it takes at least one day (1d3) to get out. Camping will
be extremely uncomfortable – and dangerous.
are a mixed chaos of rats, snakes, insects flying and
12. Corpse Lights. Nice flickering lights what lead you crawling and some unrecognizable weird beasts.
to bog eye.
20. Someone actually lives here, and he is a weirdo! Make
13. Hell's toilet. You have heard stories where snakes up a weird dude/dudette.
crawl out of toilet seats in apartments? This is hell
version of it. Instead of toilet seat this is a wet hole on 21. Bog eye to Anotherswamp. If someone steps on this bog
the ground. Instead of pet snakes here crawl demons. eye it sucks him in. Beyond the bog eye is Anotherswamp.
Like this swamp, but nice, sunny, warm, smells nice with
14. Flickering sky. In this area sky is flickering like it flowers, butterflies instead of mosquitos. Unicorns and
is a thunderstorm, but there is no sound. elflings. Opposite of the nasty swamp character was
seconds ago. But as the swamp is opposite now so is the
15. Nothing. No sound, no movement, no smell, no colors. rest of the world. But how can you get back now, as the
Nothing except dead still swamp. And a feel that opposite bog eye obviously doesn't suck you in?
”something” is watching you.
22. Temple of The Swamp Lord Who Created Us and many
16. Hanging tree. There is no reason why in the swamp swamp spawns worshiping it. Deep within the temple
there should even be a hanging tree, but there it is. 9 there is a tunnel what leads to The Swamp Lord Who
skeletons are hanging from the dry branches. In dusk the Created Us.
skeletons wake alive and start dancing their struggle to
get free. They never success. 23. Voodoo dolls everywhere. It seems that where ever you
lay your eyes on this location, there's a weird voodoo
17. Zombies. Every nasty location, for example a swamp, doll. At some point the Adventurers will encounter
needs walking and wandering corpses. Make them extra voodoo dolls what resemble them. Better be careful with
nasty, rotten and smelly. those, you know how these dolls work? What happens to
them happens to you too!
18. Escapee from a prison. Exhausted and lost. Would
appreciate any help. Will pay, because knows where he 24. Dinosaurs! Yes, you heard it, dinosaurs:
has hid treasure in the swamp. 1d10 Result
1 Tiny running. Might bite (1 in 3 change).
19. A nest of swarming critters. Swarm does 1d3 HP direct
damage per turn. With successful attack against AC 7 the 2 3d8 small vegetarian, will flee.
swarm looses 1 HP per attack. When suffered 15 HP of 3 3d4 small carnivorous, might attack if hungry.
damage dispatches. Every round victims must Save or
suffer fever. In fever maximum HP is ½ of normal max HP 4 3d6 medium eating plants.
for CON – 20 days (minimum of 1 day). Swarming critters 5 3d6 medium hunters.
6 2d3 big eating plants. 3 Blue
7 1d3 big carnivorous. 4 Orange
8 1d4 huge vegetarians, watch your toes! They 5 Purple
don't watch their steps. 6 Green
9 1-2 huge carnivorous. Better run or hide! 7 Black
10 Roll twice, results interact. 8 White
(I suggest to get 1e “manual of monsters (MM) for dinos!) 9 Transparent
10 Multi-colored. Roll twice!
25. Mushrooms. Roll these tables to find out what:
Size: Mushroom effects last 2d6 hours:
1d4 Result 1d30 Result
1 Small (size of a finger tip). 1 Nausea (-2 to all saving rolls).
2 Medium (fits in palm). 2 Trippy-hippy (+2 Wis, +2 Initiative, -2 Int).
3 Big (needs two hands to carry). 3 Shrinking (reduce size one category).
4 Gigantic (must cut pieces of it). 4 Growth (increase size one category).
5 Stomach discomfort (-1 Con, -2 Cha).
Shape:
1d4 Result 6 Poisoning (-1 HP per 10 mins).
1 Round 7 Healing (+ 1d30 HP).
2 Flat top 8 Change color (roll Color table to see your new
skin color).
3 Tube
9 Hair growth (add 10ft. to all body hair).
4 Sponge
10 Slippery skin (-2 grapple for enemies, being
barefoot or naked could bring problems in
Color: stairs and other situations).
1d10 Result
11 Dragon barf (1d6 fireball damage 10ft. cone).
1 Red
12 Good odor (sweat smells like flowers, +1 Cha).
2 Yellow
13 Bad odor (swampsweat -1 Cha).
14 Nimble (+2 Dex). looks like one from the party. He god guy! He must be
sacrifice!
15 Tiredness (-2 Attributes and Initiative).
16 Sharpen senses (sense based rolls roll twice, 28. Earthquakes shatter the ground making new ditches
choose better). and bog eyes. Moving rivers and crashing trees.
17 Slooooow motion (everything takes twice as Earthquake itself is very dangerous and after it the
long to perform). landscape has changed.
18 Weakness (carry capability halved). 29. Undead dragon what was slain in this swamp, now
19 Sickness (-5 Con). keeping it as its home and sanctuary. Doesn't like
disturbance. Will negotiate to get treasures. Shiny
20 Mighty (+5 Str). items are what it likes.
21 Magical wisdom trip (learn 1 random spell).
22 Mutation (use your favorite random mutation 30. Farm animal gotten lost. In the bog eye there's
table). drowning a:
1d6 Result
23 Paralyze (cannot move at all).
1 Duck
24 Turn to stone (forever until dispelled).
2 Goat
25 Mute.
3 Pig
26 Shrink head (Int, Wis, Cha all -2).
4 Cow
27 See dead people.
5 Lamb
28 Turn into zombie like.
6 Horse
29 Be one with the swamp.
30 Roll twice, combine.
27. Village Of The Ape-men. Half ape and half men they
think Adventurers are gods. The village is simple and
huts not very cozy. In the middle is a rough totem what