Vermillion Wastes

The Vermillion Wastes are a swamp near the elven town of Melliune in the region of Hamia.   The Vermillion Wastes are called that due to the high iron content in the waters that feed into it from the north, causing it to have a reddish hue. As well as iron, the northern river inlet to the swamp carries with it contaminants from the cursed lands around the ancient Battle of Kalendril. Lately, strange creatures have appeared in the swamp.   During a full moon will'o'wisps are common throughout the swamp.  

Swamp Chase Scene Table

  Bog Scribe, while very rare in other places, seem to be draw to live in the southern parts of the Vermillion Wastes.  

Bog Scribe CR: 1/2

Small insectoid,
Armor Class: 11
Hit Points: 21
Speed: 30 ft , swim: 30 ft

STR

7 -2

DEX

16 +3

CON

10 +0

INT

12 +1

WIS

11 +0

CHA

12 +1

Skills: Perception +2, Stealth +5, sleight of hand +5
Languages: Common
Challenge Rating: 1/2

Innate Spellcasting (1/Day). The bog scribe can innately cast sleep, requiring no material components. Its innate spellcasting ability is Intelligence.


Bog scribes like to steal from adventurers. They are sneaky and will target books, scrolls and maps. They do not like like violence and are timid, prefering to use subterfuge than force.   Death Burst. When the bog scribe dies, it explodes in a burst of poisonous goo. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.

Actions

Pincers. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) poison damage.   Poison breath (Recharge 6). The bog scribe exhales a 15- foot cone of noxious air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.

Bog Scribes are beetle-like creatures. They often carry with them worn leather satchels strapped to their carapace, stuffed with their most precious possessions - their books and papers. They emit a soft, melodic croak as they wade through the swamp, leaving behind faint traces of ink in their wake.   Bog scibes are attracted to books, paper, quills, and anything related to the written word. They will attempt to steal anything of the sort.

Suggested Environments

Bog scribes live in swamps and marshes, usually choosing dead, hollow tree stumps and logs as their home. They like to paste their oldest pages to the walls of their homes using their sticky saliva.

 

The Mosses of the Vermillion Wastes

  Fae Moss is a moss with both harmful and healing properties. It is easy to distinguish in the night due to the pale blue glow that it emits. If it comes in contact with skin it causes a minor irritation - 1d4 poison damage. If it is not treated within an hour it causes hallucinations, giving a disadvantage on all Perception checks for the next 12 hours. However, if Fae Moss is boiled, the toxin within it will leach out and the moss and leave it's healing properties. If boiled for 30min it will grant the consumer 1d4 hp of healing. If boiled for 3hr, it will grant 1d8 hp of healing. If boiled for 9hours it will grant 1d8 hp of healing and will cure a disease.   Slimebeard Moss forms long, straggly ribbons of moss that float in the waters of the Vermillion Wastes. They give off a necromantic aura with detect magic, and if consumed grants 1d4+4 temporary hitpoints.   Red Harrow is a highly dangerous, parasitic moss.  

Red Harrow CR: 1/2

Small plant,
Armor Class: 8
Hit Points: 22
Speed: 10 ft , swim: 10 ft

STR

12 +1

DEX

6 -2

CON

16 +3

INT

1 -5

WIS

6 -2

CHA

2 -4

Skills: Stealth +1 (+4 when in wetlands such as swamps and marshes).
Damage Immunities: Poison
Senses: Blindsight 30ft. Senses vibration and ripples in water.
Challenge Rating: 1/2

Actions

Leach. The moss attaches itself to a creature +4 to hit. 1d4+2 acid damage. The target must also succeed a DC12 Con save or be diseased. The first day of the disease the target gets a boost of 1d4 charisma. Each day the character's constitution reduces by 1d4, including reducing their hit points, as the moss inside the target slowly settles on their bones and consumes them. It also gives 1 level of exhaustion each day. Once the target is reduced to 0 Constitution they die.

A red moss that grows on the side of trees or tree stumpts in swamps.

Suggested Environments

Swamps

 

Adventure Hooks

  • THE BOG WITCH   Deep in the heart of the crimson-hued swamp lies an elusive lair known as the Sanctum of Lost Words. Within its decaying chambers, a collection of powerful scrolls is said to be guarded by an enigmatic entity known as the Bog Witch. Whispers echo through the realms of arcane scholars and ancient lorekeepers, telling tales of a hidden trove of forgotten knowledge within the Vermillion Wastes. An aged Night Hag named Jexiba Snogard sits in her lair in the midst of the Vermillion Waste swamps. She uses Bog Scribes to scour the swamp, constantly searching for anyone with paper or books. When anyone is foolhearty enough to come deep within the forest she attempts to charm and enslave them. When successful she sends them back into the world to collect more lore to bring her. What her ultimate aim with this lore is still unknown to any but her.  
  • POISON WATER The rage of the Battle of Kalendril lingers upon the old ground to the west. The hate of restless spirts corrupts the very waters that seep from it and into the swamp from the northern river tributary. Once a source of life-giving water, it had become tainted, poisoned by the bloodshed and destruction that had taken place. The clear, pristine liquid has turned a sickly hue, an ominous reflection of the violence that had occurred.   A skull from the Battle of Kalendril has washed past its crumbling protection stones, has been pushed downstream and finally landed in the Vermillion Swamp. The skull belonged to one of Ton'Sharr generals, Aldric Kevvistor, and is now a magnet for undead and malevolent spirits in the area. Note: Aldric could be a Revenant (Monster Manual p 259).
Hamia Region

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