Professional Documents
Culture Documents
902874-Into The Belly of The Beast 5-2-17
902874-Into The Belly of The Beast 5-2-17
Written By
Jeff C. Stevens
jcorvinstevens@yahoo.com
@jcorvinstevens
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 & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s
Handbook, Monster 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 characters and their distinctive likenesses are property of Wizards of the Coast. This material 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
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
out! A passive Perception score of 12 or higher
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
Village does not impact the story.
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 shell 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”).
DarkRoot sees no reason for the adventurers to
D: Guard Room 2 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 quests 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 bash 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’s armor (DMG, p 181). quest, see G: Kanthar the Troll.
†† One barrel is filled with pickled frogs and
equals 10 servings for a group of 5.
G: The Treasure
The treasure hoard has been pre-generated, but
you may roll on the Treasure Hoard: Challenge
5-10 (DMG, p 137) if you wish.
†† 500 cp
†† 3,000 sp
†† 6,400 gp
†† 57 pp
†† Boots of elvenkind
†† Wand of web
†† Javelin of lightning
Option. You may wish to add an unhatched
dragon egg that the party can take with them.
If the egg hatches, it appears friendly for 10
minutes. Then, its racial memory identifies the
party as enemies, and it quickly attacks the
nearest creature.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 17 (+3) 7 (-2) 16 (+3) 6 (-2) 8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)
False Appearance. While the swamp roper remains Nimble Escape. The swamp goblin can take the Disengage
motionless, it is indistinguishable from a normal tree stump or Hide action as a bonus action of each of its turns.
or other swamp formation. Swamp Camouflage. The swamp goblin has advantage on
Grasping Tendrils. The swamp roper can have up to six Dexterity (Stealth) checks made to hide in swampy terrain.
tendrils at a time. Each tendril can be attacked (AC 18,
10 hit points; immunity to poison and psychic damage). Actions
Destroying a tendril deals no damage to the swamp roper, Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
which can extrude a replacement tendril on its next turn. A target. Hit: 5 (1d6 + 2) slashing damage.
tendril can also be broken if a creature takes an action and
succeeds on a DC 15 Strength check against it. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Actions
Multiattack. The swamp roper makes four attacks with its
tendrils, uses Reel, and makes one attack with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 22 (4d8 + 4) piercing damage.
Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft.,
one creature. Hit: The target is grappled (escape DC 15).
Until the grapple ends, the target is restrained and has
disadvantage on Strength check and Strength saving
throws, and the swamp roper can’t use the same tendril on
another target.
Reel. The swamp roper pulls each creature grappled by it
up to 25 feet straight toward it.
Armor Class 15 (leather armor, shield) Armor Class 15 (natural armor, shield)
Hit Points 21 (6d6) Hit Points 22 (4d8 + 4)
Speed 30 ft. Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 10 (+0) 17 (+3) 10 (+0) 13 (+1) 7 (-1) 12 (+1) 7 (-1)
Nimble Escape. The swamp goblin can take the Disengage Hold Breath. The lizardfolk royal guard can holds its
or Hide action as a bonus action on each of its turns. breath for 15 minutes.
Swamp Camouflage. The swamp goblin has advantage on Brute. A melee weapon deals one extra die of its damage
Dexterity (Stealth) checks made to hide in swampy terrain. when the lizardfolk royal guard hits with it (included in
attack).
Actions
Multiattack. The swamp goblin boss makes two attacks Actions
with its +1 dagger. The second attack has disadvantage. Multiattack. The lizardfolk royal guard makes two attacks,
each with a different weapon.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4+3) piercing damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 3) piercing damage.
Reactions Heavy Club. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Redirect Attack. When a creature the goblin can see one target. Hit: 9 (2d6 + 3) bludgeoning damage.
targets it with an attack, the swamp goblin boss chooses Spiked Shield. Melee Weapon Attack: +5 to hit, reach 5 ft.,
another goblin within 5 feet of it. The two swap places, and one target. Hit: 9 (2d6 + 3) piercing damage.
the chosen goblin becomes the target instead.
Amphibious
Amphibious
Acid Breath: 30-foot line 5-feet wide. DC 14 DEX save. 49 Claw +7 5 ft. 11 (2d6+4) S
(11d8) acid damage on failed save, or half as much on a
successful save. RECHARGE