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arsh
F
For the past sevveral nights, drrums have been n heard on the wind, coming ffrom the Twiligght Marsh. Eacch morning, mo
ore
tu
urn up missing g from the nearrby farms, leaviing only muddyy, clawed footprrints heading ttowards the ma
arsh. Can you h
help
th
he find the lostt and bring justtice to the abdu
uctors? An adve
enture for 1st-4
4th level characcters.
Adventure Code: DDEX
X1-7
C
Credits
A
Adventure Design
n: Sterling Hershhey
D
Development andd Editing: Bill Ben
nham, Claire Hofffman, Chris Tulaach, Travis Wooddall
D
D&D Organized Play:
P Chris Tulach
D
D&D R&D Playerr Experience: Greeg Bilsland
D
D&D Adventurerss League Wizardss Team: Greg Bilsland, Chris Lind dsay, Shelly Mazzzanoble, Chris Tulach
D
D&D Adventurerss League Administrators: Robert Adducci, Bill Bennham, Travis Wooodall, Claire Hofffman, Greg Marrks, Alan Patrick
D
Debut: October 3,
3 2014
R
Release: Novembber 1, 2014
D
DUNGEONS & DR
RAGONS, D&D, Wizards
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ungeon
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th
heir respective log
gos are trademarkks of Wizards of th
he Coast in the US
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p
property of Wizard
ds of the Coast. Th
his material is pro
otected under the copyright
c laws of the United Statess of America. Any reproduction or
u
unauthorized use of the material or artwork contained
d herein is prohib
bited without the eexpress written peermission of Wizards of the Coast.
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©2014 Wizards off the Coast LLC, PO
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Middlesex, UB11 1ET, UK.
Other downtime options might be available during Disease, Poison, and Other Debilitating
adventures or unlocked through play, including faction- Effects
specific activities. A character still affected by diseases, poisons, and other
In addition, whenever a character spends downtime similar effects at the conclusion of an adventure can
days, that character also spends the requisite expense spend downtime days recuperating until such time as he
for his or her lifestyle. Costs are per day, so a character or she resolves the effect to its conclusion (see the
that spends ten days of downtime also spends ten days recuperating activity in the D&D basic rules). If a
of expenses maintaining his or her lifestyle. Some
Drum
ms in the M
Marsh
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ermission granted to print or photocopy this docume nt for personal usse only. 7
"We have a few clues. Some spotted clawed footprints where Roleplaying Taroo the Farmhand
Taroo is an honest man in his late 20s who is truly concerned
the kidnappings occurred. A few river dwellers claim to have
for his employer's safety. He's easily impressed if the
heard splashing and movement on the river in the dead of characters tell tall tales or practice flashy magic. However, if the
night. Most fear that a new monster has moved in, but some characters demonstrate they are ill at home in the wild he
think it's the lizardfolk in the Twilight Marsh. They're becomes very uneasy and questions their abilities.
Taroo knows the surrounding lands well, but he's never
troublesome, but some of these disappearances are a long way entered the Twilight Marsh. He rightly regards it as a highly
from a marsh, and a few have even happened along the road. dangerous place. He shares his great fear of the lizardfolk
Not exactly lizardfolk hunting grounds." making a meal out of him or anyone else that wanders inside.
Taroo is not a combatant. He has an Armor Class of 11, 4
hit points, and a long knife (treat as a dagger; +3 to hit, 1d4+1
Romsan can answer a few questions, but doesn't have a damage) to defend himself if he must.
lot of information. By his tally, about 30 people have
disappeared along with a couple dozen livestock.
Romsan knows his list is incomplete. New reports
A Short Trip
trickle in with the occasional traveler or messenger. Downstream
While there is evidence of skirmishes at the site of some
The farm is about a mile and a half downstream and
disappearances, no bodies have been found.
only takes about 30 minutes to reach by boat. It is
When the characters are ready to begin their
uneventful as long as the characters can handle the boat.
investigation, or ask Romsan where to start, they're
If no one save Taroo has any experience with
interrupted by a new arrival. Taroo, a human farmhand,
negotiating on a river, the journey takes double the time
bursts into the inn and runs up to Romsan.
(one hour) and Taroo is noticeably frustrated with the
party.
The front door flies open and a young human male dashes in. During the trip, the adventurers can take the
His appearance suggests he's a farmer. He pauses and looks opportunity to question Taroo about the disappearances,
around the room before running up to the innkeeper. He's his doings, the river, and anything else about the area.
clearly upset. Taroo knows the following.
"Romsan! The Renons are gone! Come to the farm. You have
to figure out what happened." • He's worked at the farm for two years and lives in a
Romsan looks pained and says, "I'm not fit to come out of tiny house on the premises.
retirement for this, but these folks are here to help." He turns • He's been away from the farm for the past day and a
to you, "This is the best lead you're going to get. Taroo can get half seeing family. He was supposed to get back
you downriver to the farm. It's much faster than riding the yesterday, but it got dark before he could return, so
trails." he stayed at a friendly farm a few miles to the east.
No one travels after dark.
Romsan offers to stable the characters' mounts for free • Upon returning, it was around midday. He found
for the duration of their investigation. He can also the doors to the Renons’ house smashed in and
provide a few days’ worth of rations and a few minor they were gone. There were obvious signs of a
supplies such as blankets or lanterns. Romsan leads the struggle. A few pigs and a pair of cows are also
characters down to the docks and orders the staff to turn missing.
one of the keelboats over to the characters. The keelboat • He quickly searched the farm, found nothing,
is 20 ft long and about 8 ft. wide. It has a shallow draft, panicked, and headed for the inn for help. He didn't
primitive sail, and a tiny cabin at the stern. There are think to check the two neighboring farms until he
enough poles for everyone to use to push and guide the was far upriver.
vessel. • The Renons are a middle aged married human
Taroo guides the characters, and even helps steer the couple and have owned their farm for many years.
boat if needed. He ties his own small boat to trail behind They're not adventurers, but are quite capable of
the stern of the keelboat. It is midafternoon by the time taking care of themselves, which is often required
they depart. given their farm's proximity to the river and marsh.
Drum
ms in the M
Marsh
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ermission granted to print or photocopy this docume nt for personal usse only. 14
are two giant toads. About an hour into the marsh, the their ruined weapons, packs, and purses with a total of
characters pass through a wetland with a few giant 53 gp, 39 sp, and 24 cp.
toads hidden in the tall grass. A variation of this
encounter can be used almost anywhere in the marsh, The Prisoner Raft
day or night, though it should only occur once.
About four hours into the swamp, the characters see
through the trees, a group of three lizardfolk and one
You are passing through a wetland with tall, wide, and dense lizardfolk shaman in the distance guiding a prisoner
blades of greenish brown grass bordering labyrinthine raft. The characters have not been detected and won't be
waterways. The wall-like growths make it appear as though the unless they draw attention to themselves. This
boat is traveling watery hallways. Crossings occur frequently, encounter can occur at any time. At night, the lizardfolk
opening suddenly to one or both sides. A slow current guides use torches to light the way.
your way.
Standing on the boat, characters six feet in height can barely A flurry of movement catches your attention. In the distance
see over the tops of the grasses, which wave and rustle in a through a thick stand of old trees, you see several humanoid
strong, breeze. The plants are growing in the shallower areas, shapes, most likely lizardfolk, guiding a long raft. The raft
and the channels you are using are only a few feet deep. appears to carry more humanoids that are sitting on the raft's
surface, but it is difficult to make out who or what they might
The characters might detect the hidden toads (roll be. The guides are waist deep in water in front, behind, and
Dexterity (Stealth) checks for the toads) as they pass by.
next to the raft. They don't appear to have noticed you.
Characters that succeed are not surprised when the
toads attack, realizing something is out there.
It shouldn't take long for the characters to realize that
The first toad to strike sits in the thick grass. It shoots
the raft is carrying prisoners. The lizardfolk are taking
its tongue out to grab one of the characters on the boat,
the captives to the Lizard King's Island, which is still
which seems to suddenly get yanked into the grass and
about an hour away. Eight escort the raft, while two
disappear from view. The DM should play up the
others scout around for dangers and the other clans.
suddenness of the shocking disappearance and the
The lizardfolk are from the clan whose territory the
realization that they are being dragged through the grass
characters are passing through, most likely the
to some kind of hidden monster. The current continues
Rootwater clan. If they are in Muckmarsh territory, the
to push the boat along, even if the characters stop
lizardfolk are armed.
guiding it. A second toad sits at the next crossing, ready
The characters have several options:
to pick off another character.
Follow. If the characters follow the raft, they must
make Dexterity (Stealth) checks every 15 minutes, or
Adjusting the Encounter four times before reaching the Ringcurrent Islands. If
Here are recommendations for adjusting this combat the characters are successful, they reach the outer
encounter. These are not cumulative.
Ringcurrent Islands. If they are detected, the lizardfolk
• Very weak party: remove one giant toad; the remaining
giant toad has 27 hit points push the raft faster while the scouts and two others
• Weak party: each giant toad has 27 hit points break away to engage the characters.
• Strong party: add one giant toad Attack and Rescue. If the characters attack the
• Very strong party: add one giant toad; each giant toad has lizardfolk, they have about 10 minutes to plan before
51 hit points
they are out of sight. The characters may make Dexterity
Development (Stealth) checks to position themselves for an ambush.
If a toad grabs and swallows a character, it hops into a The lizardfolk attempt to flee if they detect the
waterway and jumps away as fast as possible. Toads characters. The scouts and two others engage the
that take more than half damage also flee. characters. If the adventurers succeed in ambushing the
raft, all of the lizardfolk engage and none flee the
Treasure confrontation no matter the outcome. If the lizardfolk
The toads don’t carry treasure, but a quick search in the beat back the attack, they rush their cargo to the King's
shallow waters around the ambush site turns up Island.
skeletons of less fortunate halfling travelers, along with If the characters are successful, they are left with a
R
Renown
A
All faction mem mbers earn one renown poin
nt for
p
participating in this adventure
e.
D
Downtime
EEach character receives ten downtime
d dayss at the
cconclusion of th
his adventure.
D
DM Rewa
ards
You receive 200
Y 0 XP and ten downtime
d dayss for running
th
his session.
Drum
ms in the Marsh
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ermission granted to print or photocopy this docume nt for personal usse only. 20
Appen
A ndix: Monst
M ter/NP
PC Sta
atistiics
C
Commo
oner Senses ppassive Perceptio
on 11
Languagges —
M
Medium humanoid
d (any race), any allignment Challengge 1/2 (100 XP)
A
Armor Class 10 Charge. If the goat movees at least 20 feett straight toward a
H
Hit Points 4 (1d8) target annd then hits it wiith a ram attack o
on the same turn
n, the
S
Speed 30 ft. target taakes an extra 5 (22d4) bludgeoningg damage. If the target
is a creaature, it must succceed on a DC 133 Strength savingg throw
STR DEXX CON INT WIS CHA or be kn ocked prone.
10 (+0) 10 (+
+0) 10 (+0) 10 (+0) 0)
10 (+0 10 (+0)
Sure-Foooted. The goat haas advantage on Strength and Deexterity
SSenses passive Peerception 10 saving thhrows made agaainst effects that w
would knock it prone.
LLanguages any onne language (usu
ually Common)
CChallenge 0 (10 XP)
X Actio
ons
Ram. M elee Weapon Attaack: +5 to hit, reaach 5 ft., one targget.
A
Actions Hit: 8 (22d4 + 3) bludgeo ning damage.
C
Club. Melee Weap pon Attack: +2 to hit, reach 5 ft., one
o target.
H
Hit: 2 (1d4) bludg
geoning damage.
Giaant Toa
ad
Large beaast, unaligned
C
Crocod
dile
LLarge beast, unalign
ned Armor CClass 11
Hit Poin
nts 39 (6d10 + 6)
A
Armor Class 12 (nnatural armor) Speed 200 ft., swim 40 ft.
H
Hit Points 19 (3d10 + 3)
S
Speed 20 ft., swim
m 30 ft. STR DEX C
CON INT WIS C
CHA
15 (+2)) 13 (+1) 133 (+1) 2 (−4) 10 (+0) 3 (−4)
STR DEXX CON INT WIS CHA
15 (+2) 10 (+
+0) 13 (+1) 2 (−4) 0)
10 (+0 5 (−3) Senses ddarkvision 30 ft., passive Percepttion 10
Languagges —
SSkills Stealth +2 Challengge 1 (200 XP)
SSenses passive Peerception 10
LLanguages — Amphibiious. The toad caan breathe air and water.
CChallenge 1/2 (10 00 XP) Standingg Leap. The toad
d’s long jump is u up to 20 feet and
d its
high jum
mp is up to 10 feeet, with or withou
ut a running starrt.
H
Hold Breath. The crocodile can ho
old its breath for 15 minutes.
Actio
ons
A
Actions
Bite. Meelee Weapon Atta ck: +4 to hit, reacch 5 ft., one targeet. Hit:
BBite. Melee Weapoon Attack: +4 to hit,
h reach 5 ft., onne creature. 7 (1d10 + 2) piercing dam mage plus 5 (1d10) poison damaage,
HHit: 7 (1d10 + 2) piercing damagee, and the target is grappled and the target is grappleed (escape DC 133). Until this grap pple
(escape DC 12). Until
U this grapplee ends, the targett is restrained, ends, th e target is restraained, and the toaad can’t bite another
aand the crocodilee can’t bite another target. target.
Swallow w. The toad makees one bite attackk against a Mediu um or
G
Giant Goat
G smaller ttarget it is grapp
pling. If the attackk hits, the target is
LLarge beast, unalign
ned swalloweed, and the grapple ends. The sw wallowed target iss
blinded and restrained, iit has total cover against attacks aand
A
Armor Class 11 (nnatural armor) ffects outside thee toad, and it takees 10 (3d6) acid
other eff
H
Hit Points 19 (3d10 + 3) damage at the start of eaach of the toad’s turns. The toad can
S
Speed 40 ft. have on ly one target swaallowed at a timee.
If the ttoad dies, a swalllowed creature is no longer restrrained
STR DEXX CON INT WIS CHA by it andd can escape fromm the corpse using 5 feet of movement,
17 (+3) 11 (+
+0) 12 (+1) 3 (−4) 1)
12 (+1 6 (−2) exiting pprone.
Drum
ms in the M
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ermission granted to print or photocopy this docume nt for personal usse only. 21
Languages Draconic
Lizardfolk Challenge 2 (450 XP)
Medium humanoid (lizardfolk), neutral
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Armor Class 15 (natural armor, shield) Spellcasting (Lizardfolk Form Only). The lizardfolk is a 5th-level
Hit Points 22 (4d8 + 4) spellcaster. Its spellcasting ability is Wisdom (spell save DC 12,
Speed 30 ft., swim 30 ft. +4 to hit with spell attacks). The lizardfolk has the following
druid spells prepared:
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 7 (−2) 12 (+1) 7 (−2) Cantrips (at will): druidcraft, produce flame, thorn whip
1st Level (4 slots): entangle, fog cloud
Skills Perception +3, Stealth +4, Survival +5 2nd Level (3 slots): heat metal, spike growth
Senses passive Perception 13 3rd Level (2 slots): conjure animals (reptiles only), plant growth
Languages Draconic
Challenge 1/2 (100 XP) Actions
Hold Breath. The lizardfolk can hold its breath for 15 minutes. Multiattack (Lizardfolk Form Only). The lizardfolk makes two
attacks: one with its bite and one with its claws.
Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) piercing damage, or 7 (1d10 + 2) piercing damage
Multiattack. The lizardfolk makes two melee attacks, each one
in crocodile form. If the lizardfolk is in crocodile form and the
with a different weapon.
target is a Large or smaller creature, the target is grappled
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (escape DC 12). Until this grapple ends, the target is restrained,
5 (1d6 + 2) piercing damage. and the lizardfolk can’t bite another target. If the lizardfolk
reverts to its true form, the grapple ends.
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage. Claws (Lizardfolk Form Only). Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Change Shape (Recharges after a Short or Long Rest). The
lizardfolk magically polymorphs into a crocodile, remaining in
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one
that form for up to 1 hour. It can revert to its true form as a
target. Hit: 5 (1d6 + 2) piercing damage.
bonus action. Its statistics, other than its size, are the same in
each form. Any equipment it is wearing or carrying isn’t
Twilight Marsh Lizardfolk Raiders transformed. It reverts to its true form if it dies.
Raiders out to capture quarry carry a net or blowgun in addition
to the attacks listed in the stat block.
Lizardfolk Shaman
Medium humanoid (lizardfolk), neutral
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
Skewer. Once per turn, when the lizardfolk makes a melee
attack with its trident and hits, the target takes an extra 10
(3d6) damage, and the lizardfolk gains temporary hit points
equal to the extra damage dealt.
Actions
Multiattack. The lizardfolk makes two attacks: one with its bite
and one with its claws or trident or two melee attacks with its
trident.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) slashing damage.
Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or
7 (1d8 + 3) piercing damage if used with two hands to make a
melee attack.
Drum
ms in the M
Marsh
Not for resale. Pe
ermission granted to print or photocopy this docume nt for personal usse only. 24