Secrets in the swamp
Adventure backgroundThis oneshot is meant to be used with the 5e and is designed for a party of 5 of level 7. This oneshot can actually be added into any campaign as long as the group is travelling through a swamp.If it is run as a oneshot the group will start as members from The Vanguard. They receive a mission briefing at the Vanguar headquarters near Edron.
Swamp's EdgeNormally the group will not have any issues reaching the part of the road near the edge of the Endra Swamps. However, if needed an extra encounter can be added after the group passes Edron. Roll 1d6 to see what the PCs encounter.
|1-2||1 giant crocodile|
|3-4||1 Shambeling mound disguised as a bush near the road|
|5-6||A swarm of weird looking purple birds in with parts of their bodies covered in scales. They are not hostile an fly away when attacked.|
Get outta my swampOnce the PCs reach an abandoned caravan read the following:
|1-12||The PC finds the signs of struggle and the amount of blood but can't find out much besides that the drag marks point towards the swamp.|
|12-18||By carefully looking at the area the PC finds that these marks on the ground are definitely not caused by a human. Even more some of the tracks in the mud even suggest that it was a large create with tentacles.|
|18+||The PC also notices something moving in the water nearby. They will not be surprised by the creature. If they mention this in time to the other they will not be surprised as well.|
Magic Resistance The Chaos Aberration has advantage on saving throws against spells and other magical effects. Magic Weapons The Chaos Aberration's weapon attacks are magical. Regeneration The Chaos Aberration regains 5 hitpoints at the start of its turn if it has at least 1 hitpoint. Swamp Adept The Chaos Aberration is not affected by difficult terrain while in a swamp.
Multiattack The Chaos Aberration makes three attacks: two with its tentacles and one with its bite. If a creature is grappled it can use Mind Terror once. Tentacle. Melee Weapon Attack:+9, Reach 15ft, one target Hit: 12 (2d6+5) bludgeoning damage plus 7 (2d6) poison damage. The target is grappled (escape DC 19) if it is a large or smaller creature and it has not have two other creatures grappled. Bite. Melee Weapon Attack:+9, Reach 5ft, one target Hit: 9 (1d8+5) piercing damage plus 7 (2d6) poison damage. Mind Terror. The Chaos Aberration releases a poison that affects the mind of the grappled creature. When using a tentacle attack it has advantage on the roll and deals an additional 4 (1d8) psychic damage.
Killing blowFollowing the trail of the creature eventually causes the PCs to stumble upon a rock formation with a cavern. The creature itself has hidden itself inside in an attempt to surprise the group again. It has placed itself at the ceiling of the metallic ruin inside the cavern and will attempt to drop itself on unsuspecting PCs. The creature can, however, be noticed with a successful DC 15 perception test. Once the players kill the creature they are free to look around in its lair. It becomes clear soon enough that this was not made by the creature and the metallic walls and architecture suggest this could be the work of some unknown advanced civilization. If this oneshot is done apart from another campaign the ruins would suggest it belongs to the Prime Asmer.
Research FacilityRead the following upon inspecting the chamber:
FreedomIf a PC goes to the far end of the room they will notice several panels with text written in Celestial. A PC who can read this can quickly find out that by pressing some buttons they can release the creatures in the room or in the large one beneath it. The tanks can be opened one by one but also all at once. If any of the tanks is opened a security system kicks in releasing 2 fighting machines to eliminate threats. They come from a small tube near the south part of the room before the security system, mostly likely due to its age, stops working. Nonetheless the machines will start attacking any released creature or other creature standing in its way. Security Bot
Fire Purge The security bot expels fire from its body to kill any contamination. Any creature that begins its turn within 5 feet of the security bot must make a DC 15 Dexterity saving throw and takes 22 (5d8) fire damage on a failed save, or half as much if successful.
Multiattack The Security bot makes two attacks with its blades. Blade. Melee Weapon Attack:+7, Reach 10ft, one target Hit: 14 (3d6+4) slashing damage.
Plant CreaturesThe actions the group take in the hidden lab can actually have a big impact on the world. Releasing any of the plant creatures in the first room does not cause any issues immediately since they are not violent at all. They are a sort of mutated Mizarin Nightlights. If the group would fight choose to fight them use the Lightwalker stats. Lightwalker
Treemeld: The Lightwalker is able to meld into a nearby Mizarin Nightlight by using its movement. While merged with the tree, the Lightwalker can’t see what occurs outside it, and any Wisdom (Perception) checks it makes to hear sounds outside it are made with disadvantage. The Lightwalker is not able to use actions while melded.
Multiattack: The Lightwalker can make two attacks with its vines. If a target is grappled he can replace the attack with the Mind Constrict attack. Vine: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the attack hits the target is also grappled (escape DC 13). No more than 2 creatures can be grappled at the same time. Mind Constrict: The Lightwalker attacks a creature grappled by one of its vines. This attack automatically succeeds. The target takes 7(1d8+3) bludgeoning damage and must make a Wisdom saving throw (DC 14) or take an extra 4(1d8) psychic damage and is paralyzed until its next turn as a voices overwhelm the target's mind. Psychic Light: Every creature in a 15 ft radius from the Lightwalker must make a Wisdom saving throw (DC 14). On a fail the target takes 16(3d8 )psychic damage and is blinded until the end of its next turn, on a succesful save the target only takes half that damage and is not blinded.