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Into the Belly of the Beast

An adventure for four to five characters of levels 3rd to 5th.

Written By
Jeff C. Stevens
jcorvinstevens@yahoo.com
@jcorvinstevens

Cover and Internal Artist


Daniel F. Walthall
A link to Daniel’s work and can be found in Free! Fantasy Stock Art by Daniel F. Walthall

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

INTO THE BELLY OF THE BEAST


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DM’s Overhead Map (A printer friendly version is available at the end of this module). Suggested hours
of travel are listed as numbers from one point to the next.

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Player’s Map

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M
any years ago, Gras’ess, a †† Encounter I – Swamp Goblin Island
lizardman from deep within Potentially necessary to complete a side
the swamp, drew this map. quest.
He took the map and several
large gemstones to the edge Chapter Three: X Marks the Spot
of the marsh and waited for a The players find their way to the X marked on
nobleman or adventuring party to pass so he the map, and a final encounter that may prove
might engage in trade. Gras’ess wanted to move deadly.
up higher in his tribe’s ranks and wished to trade †† Encounter J – The Guarded Land
for magical weapons. Necessary. No events occur in this section.
The lizardman did meet up with a group of †† Encounter K – The Belly of the Beast
traveling adventurers, but the encounter did not Necessary. Completes the original objective.
go as he had planned. The adventurers attacked
Gras’ess, killed him, looted him of his jewels Possible Adventure Hooks
and map and then proceeded on to Daggerford. Getting the PCs involved is just a matter of
The adventuring party lost the map in a game of making sure that they come across the map. You
Three Dragon Ante. See the ‘Possible Adventure can find below some possible ways they might
Hooks’ section for where the map ended up. acquire it:
†† A sibling or family member acquired the map
Adventure Outline while gambling.
This adventure is broken into thee chapters, †† The party acquire the map while gambling.
with each chapter being slightly customizable. †† The party find the map during another
Necessary and Optional encounters are listed in adventure.
the below outline. †† The party find a young boy or girl standing
along the edge of a swamp. The child wears
Chapter One: Into the Swamp an overstuffed backpack while reading the
The players, having already acquired a map, map. The child’s parent has been ill and the
enter the swamp and follow the map to various family needs gold. The child could sell the
destinations. map to the adventurers for 100 gold pieces.
†† Encounter A – The Lizardman Patrol
Necessary. Starts the action.
†† Encounter B – The Rolling Grass About this Adventure
Optional. DMs discretion. I’ve wanted to create a swamp adventure for a
†† Encounter C – The Hag of the Swamp while, and the image I had in my head is now
Necessary. Introduces a potential NPC the beautiful cover image by Daniel F. Walthall.
†† Encounter D – Random Island Encounter The dragon skull is the ‘X marks the spot’ in
Optional. this treasure hunt adventure through a swamp.
†† Encounter E – Lizardfolk Island I’ve included several additional encounters
Necessary. Party acquires a boat or side quest. that can be used to extend the adventure.
Also, an outline is included that shows which
Chapter Two: Decisions encounters are necessary.
The players are presented with adventure The overall goal of the adventure is to find a
choices. One must be completed before they may treasure that lies deep within the swamp. The
progress further. party acquires an old map with a red X. Several
†† Encounter F – DarkRoot landmarks are noted on the map to help them
Necessary. Party acquires a side quest and find their way through the swamp. Along the
gains entry journey, they encounter all sorts of interesting
†† Encounter G – Kanthar the Troll creatures and obstacles.
Potentially necessary to complete a side I hope you enjoy the adventure!
quest. Now – go play D&D!
†† Encounter H – A Vile Smell - Jeff C. Stevens
Potentially necessary to complete a side
quest.

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The Map Chapter 1: Into the
The map is unimpressive and looks as if it had
been drawn by a child. However, a successful DC
10 Wisdom (Perception) check reveals, however
Swamp
The players, having already acquired a map,
childlike the drawings, there does seem to be an enter the swamp and follow the map to various
exotic quality about the map. It isn’t drawn on destinations.
parchment. It feels more like a very thin hide of
some sort. The ink of the map is also different
and could be dried blood.
The Swamp
General. The swamp is a foul-smelling place
Running the Adventure that is not easily traversed. It should prove to be
a task for the party to move around the swamp.
Water Levels. The water levels of the swamp
Text in textboxes is to be read to the players. I vary. The overview map shows the varying
tend to be long winded when using descriptive depths of the water using different shades of grey
text, but I want the DM to know the NPC and and black, with black being the deepest water.
get a feeling for the situation. Feel free to Terrain. The swamp is filled with patches of
summarize the descriptions if that is more your dry land but for the most part it is water and may
DMing style. require the use of a boat in some areas. Most
islands have a 5-foot-wide shoreline of 6-inch
deep water. An adventurer traveling deeper into
Text in orange boxes is for your information the swamp quickly finds the water rising, and
and should not be read to the players. the muddy and mucky bottom creates Difficult
Terrain. The grey sections of the swamp are
10-feet deep and the black sections are 20-feet
The stat blocks for the creatures in this module deep. You may wish to familiarize yourself with
can be found in the 5th Edition Monster the Swimming rules and Exhaustion rules on
Manual or in Volo’s Guide to Monsters. pages 116 of the Dungeon Master’s Guide before
running this adventure.
Official Wizards of the Coast books referenced: Insects. Insects are a nuisance as they buzz
MM = 5th edition Monster Manual around and bite (with no effect unless otherwise
PHB = 5th edition Player’s Handbook noted).
DMG = 5th edition Dungeon Master’s Guide Survival. Most of the wood and kindling in the
VGtM = Volo’s Guide to Monsters swamp is damp. A character succeeding on a DC
A Battle Stat Tracker is included for many of the 12 Wisdom (Survival) check finds dry wood.
encounters. I include this to make preparation Travel. Certain areas of the swamp are not
time easier for the DM. accessible. The deep waters of the swamp are
over 20-feet-deep and are filled with horrible
Unless otherwise noted, assume all NPCs have dangers. To convey this message to the PCs, you
the stats of a commoner (MM, p 345). may mention that the deep waters swirl about
savagely, or a large tail or fin is seen breaking
Your players may not follow this adventure the the water’s surface, or a small creature falls from
way it is written. Be prepared to be unprepared a tree and lands in the water. It treads water
and have fun! Let your imagination fly. and swims for the shore as fast as it can, but
suddenly the water rolls and boils around it and
it disappears.
Crafting. A character succeeding on a DC
12 Wisdom (Survival) check can craft a raft for
the party that holds together for one-hour. On a
result of 15 or higher the raft lasts for one day.

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Entering the Swamp
The adventure begins while following the map to
the various noted landmarks. Many changes to
the area have occurred over the years and not all
the landmarks are as they appear on the map.
The first section of the map is current and the
party travels along a raised section of land.

A: The Lizardman Patrol


The party travels 2-hours before the first
encounter.

You walk along a peninsula of sparsely


vegetated ground. The dark waters of the
swamp can be seen to your right and the
shoreline is active with slithering snakes,
crawling crabs, and other small creatures.
Two hours pass without incident but, as you
continue, you hear something in the water off
to your right. Several lizard-like faces swim
through the water and head toward you.

A patrol of eight lizardmen (N, CR ½, MM, p


204) attack the party. The patrol is from the
lizardfolk village that lies deeper in the swamp.
As the battle continues, one lizardman
NOTE: To get a real view of Rolling Grass,
attempts to flee the battle after five of the patrol
go to YouTube and search for Traversing
have fallen. If successful, he returns to the village
Trembling Earth and select the Discovery
and warns it of the adventurers.
Channel video.
In addition to their normal equipment, one
lizardman carries a medium-sized pink pearl
worth 100 gp. You may wish to add a DC 10 Dexterity check
every so often to see if the movement of the
B: The Rolling Grass rolling grass trips up any of the adventurers.
Failure results in the PC falling prone.
The castle depicted on the map has sunk
The peninsula ends at a mass of thick grass since the map was sketched. Only its tall tower
that spans across the swamp. Although the reaches out from the water.
castle depicted on the map cannot be seen, The rolling grass has grown over the castle.
a lone castle tower extends 30-feet out of the The walls of the castle are just below the rolling
grassy area. grass and offer it support. Certain sections of
the rolling grass cover empty rooms into which
The grass is known as ‘rolling grass’. It is a thick, adventurers may fall. These stone-walled rooms
carpet-like grass often found in swamps and have only ¼-inch of water on the floor.
it grows on top of the swamp water. If walked The grass is tall and only a successful active
on, the thick grass ripples and rolls, as if one DC 25 Wisdom (Perception) check reveals a
were walking on a trampoline. It is solid in most slight change/indentation to the ground that
places. covers an empty room.

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A red circle represents an empty room. A Area D
creature stepping on a red section must succeed This room contains a rotten straw mattress.
on a DC 18 Dexterity save. A success results If the mattress is moved, a DC 13 Intelligence
in the creature catching itself before it falls (Investigation) check or a DC 13 Wisdom
completely through the rolling grass. However, (Perception) check reveals a loose stone in
it notices that its lower torso is no longer in the floor. Removing the stone reveals a hidden
the water and dangles freely below it. A failure storage space that contains 100 gp and a philter
results in the creature falling through the rolling of love (DMG, p 184).
grass, landing in a dark room with stone walls,
and suffering 2d6 bludgeoning damage from the Area E
fall. A stone tower extends 30ft. above the ruin. The
stairwell is sound and can be used to enter and
The Ruins exit the ruin. Climbing the exterior of the tower
General. This castle was a ruin long before it requires a successful DC 13 Strength (Athletics)
sank and most of its valuables have already been check. Due to the soft nature of the rolling grass,
plundered. if an adventurer falls while climbing, they take
Light. The interior of the ruin is dark and 1d3 bludgeoning damage per 10ft. they fall. They
requires the use of darkvision, a torch, or other must also succeed a DC 15 Dexterity check to
light source. avoid breaking through the rolling grass and
Water Levels. The water level of the swamp is landing in an empty 20ft. x 20ft. stone-walled
just below or nearly even with the height of the room, or under the grass and in swamp water.
castle walls. Certain rooms on the map show
rooms which are filled with swamp water. Area F
Interior. A ¼ inch pool of water covers the A 15-foot long Giant Constrictor Snake lairs in
interior floor of the ruin. The wooden doors this room. She has been sleeping but awakens
(white sections) are unlocked. when the adventurers enter the ruin. She waits
Creatures. A giant constrictor snake (CR 2, for them and surprises (surprise attack) the first
MM, p 324) has made the sunken ruin its lair. Its adventurer that appears in the doorway of Room
nesting location is Room F and it uses the tower F.
to get in and out of the ruin.
Area G
Area A A storage room holding brooms, shovels, and
The exterior of the castle was not covered with rakes.
a roof. The rolling grass now covers the empty
rooms below.
Area H
A section of the floor has cracked, allowing water
Area B to seep in. The room is now filled with swamp
The interior sections of the castle are covered water. The wooden door is swollen shut and
with a solid roof. The stone floors of specific mud from the swamp fills the crevices, causing
rooms have cracked and failed, causing swamp a nearly tight seal. A successful DC 13 Wisdom
water to seep in and fill the room (see H). (Perception) check reveals that the door appears
Several large pellet shaped items are found in damp, as if it is soaked with water.
the interior. These pellets are excrement from Anyone attempting to open one of these doors
the giant constrictor snake that lives in the ruin. must succeed on a DC 18 Strength (Athletics)
Though no bones can be found within these check. On a success, the door bursts open,
pellets, a DC 15 Wisdom (Perception) check causing swamp water to spill out in a 10-foot
reveals the hilt of a +1 dagger (DMG, p 213). cone and into the interior of the ruin. Any
creature within the cone must pass a DC 15
Area C Dexterity check or be knocked prone and pushed
This room is filled with a rotten straw mattress. back 15ft. as the water rushes out. If this push
A 3ft-long snake skin lies on top of the mattress. effect results in the character hitting a wall, apply
The snake skin is from a baby constrictor snake 1d6 bludgeoning damage.
that may or may not be in the ruin.

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Area I shape of an attractive half-elf maiden named
A simple closet with old, rotten leather capes Hilla. Hilla is fishing from the bridge when the
and cloaks hanging on the wall. A character party encounter her. She invites them to her
searching these garments finds 7 gp, 3 sp, and 5 home for a bowl of stew and a safe place to rest.
cp in the pockets.
Hilla is an attractive half-elf maiden with green
NOTE: For a more difficult encounter, add eyes and cropped black hair. She wears nice,
another giant constrictor snake and/or 4 yet dirty, leather breeches and a white poet’s
babies (constrictor snake, CR ¼, MM, p 320). shirt. She comes across as hospitable and
speaks with a certain southern charm.

C: The Hag of the Swamp


The thatch-roof hut rests on thick tree trunk stilts
A green hag (N/E, CR 3, MM, p 177) lives in a and stands approximately 10ft. above the ground.
raised hut on a patch of dry land. The entrance A ladder is used to reach the main entrance.
to her hut faces an open, deep-water area of the A wooden chair sits on a small porch on the
swamp. Her pet, Toady, (swamp roper, N/E, CR outside of the hut. A character passing a DC 12
5, see Appendix) resides in the swamp next to Wisdom (Perception) check notices red stains
the hut and is disguised as a large rotten tree along the porch by the chair, as well as on the
trunk standing in 5-foot deep water and 20-feet railing. In the evenings, Hilla sits in the chair and
from the hut’s open porch. throws bloody meat scraps to Toady.
As she usually does, just in case she When the party enter the hut, read or
encounters any would be meals, the hag has summarize:
used her Illusory Appearance to assume the
The dusty and unkempt interior of the hut
includes an unmade bed, a pot-belly stove with
a simmering pot on top, a weaved chair, and a
closet. Several dried rodent skulls of various
sizes dangle from the ceiling and sway in the
breeze that slips in through the windows.

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

INTO THE BELLY OF THE BEAST


9
notices sounds coming from the closet. If no one Marspot Gimblebum (male forest gnome
in the party has a passive Perception of 12 or commoner) and his friend, Timotay Handywits
higher, a character succeeding a DC 12 Wisdom (male forest gnome commoner), were
(Perception) check hears the sounds. inexperienced adventurers. They entered
the swamp several years prior and became
Me’Jerk is a swamp goblin (swampy), (C/G, separated. Timotay met his fate with Hilla.
CR 1/4, see Appendix). Both his goblin and Marspot, nearly dead from dehydration, was
common are poor and broken when he speaks. found by the swamp goblins and has since
He knows that he can’t currently make it been made a slave.
home alone with his injured foot. He needs the
help of the adventurers. Me’Jerk offers to help If Me’Jerk is asked about Marspot, he verifies the
them traverse the swamp if they promise to goblin village has a gnome living in it. He also
take him home. tells them that that they require a boat to reach
Me’Jerk limps about on his bandaged leg and the Swamp Goblin Village.
cries out often. He may even ask to be carried
by an adventurer. “Me’Jerk want to help. White-haired gnome
trying to do riddle for Chief Gumba. She nice
but want treasure. Gnome working on that.”
If Hilla is asked about the sounds, she says, “You take Me’Jerk home. I help you. We need
“Sometimes rodents climb up and into the hut. boat. Scaly-men have boats.”
Nothing to worry about. I’ll get him later.”
If Me’Jerk is found, Hilla shapechanges into For more information on the Swamp Goblins,
her Green Hag form and attacks the party. In see section “I: Swamp Goblin Village”.
addition, she yells, “Toady! Momma needs help!”
The Swamp Roper then moves closer to the hut
and attacks the party through the opening on the
porch with its 50ft. tendrils.
Treasure. A small, wooden box under the bed
contains 2 pp, 47 gp, a small diamond worth 25
gp, and a sending stone (DMG, p 199).
The Sending Stones
The other Sending Stone is held by Marspot
Gimblebum, who is being held as a slave at the
Swamp Goblin Village. Anyone using the stone
contacts Marspot. He’s kept the stone hidden
from his captors.
If the stone is used, Marspot responds with:

A quiet and anxious voice comes through the


stone. It says, “Timotay, is that you?”
“I’m being kept on an island of goblins.
Please, (sneeze) come help me!”

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10
Me’Jerk and the Lizardfolk E: Lizardfolk Island
Me’Jerk’s goblin clan and the lizardfolk are
Although shallow enough to cross without
rivals; they often battle over fishing and hunting
incident, the water from Area D to Area E is
grounds. They both claim this area of the swamp
3-feet deep and considered Difficult Terrain. All
and neither wish to leave. Me’Jerk tells the party,
other waters surrounding Areas E, F, G, and H
although they are rivals, the two villages have
are 20-feet deep. Unless the party has a means to
stayed away from each other for several months.
cross these waters, a boat may be necessary.
Me’Jerk tells the party the lizardfolk village
A 6-foot tall timber fence lines the shoreline of
has boats. They may be able to steal a boat, but
the village. A gate, guarded by two watch towers
the lizardfolk queen, Ska’la, will not speak with
with a Lizradman in each, is on either side of the
them. This is not entirely true.
village. The guards are not typically very alert;
seldom does anything ever attempt to enter the
“Map show place you go over deep water.
village. If one of the lizardmen escaped the battle
You need boat. Scaly-man village have boat.
in Area A, the guards are on full alert.
But, they not like strangers, and...they not like
Swampys.” The Village
A large ruin stands in the center of the village
Because he fears for his life, he tells the party and is occupied by Ska’la, the lizardfolk queen,
that the Queen will not speak with them. A and her two lizardfolk royal guard.
character passing a DC 10 Wisdom (Insight) The village consists of:
check believes Me’Jerk is not being truthful. If †† 10 lizardfolk warriors (N, CR 1/2, MM, p 204)
questioned, Me’Jerk quickly explains that he is †† A lizardfolk shaman (N, CR 2, MM, p 205)
afraid that the lizardfolk will kill him if they see †† A lizardfolk queen (C/E, CR 4, MM, p 205)
him. †† 2 lizardfolk royal guard (see Appendix)
Me’Jerk does not wish to enter the lizardfolk †† A pit of 8 trained crocodiles (CR 1/2, MM,
village. He would rather wait for the party p 320), two of which patrol the sides of the
outside of the walls. A successful DC 12 island.
Charisma (Intimidation) check convinces Me’Jerk
to enter the lizardfolk village.

D: Random Island Encounter


This island, and other unmarked islands, can
be used to extend the adventure with additional
encounters. Please see the suggested “Additional
Encounters” appendix on page 26 if you wish to
add short encounters.

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.

INTO THE BELLY OF THE BEAST


11
The gates are barred from the inside. if within range. They otherwise wait for the
A character passing a DC 13 Intelligence adventurers to get closer. If a guard runs out
(Investigation) check discerns that the bar could of javelins, his next turn is used to exit the
be lifted from the outside by using a sword tower. He then joins the fight on the ground.
or similar item through the slits in the gate. †† Four of the lizardfolk resting in their huts
Lifting the bar without being noticed requires a (area “2: Lizard Huts”) rush out of their
successful DC 15 Dexterity (Stealth) check. quarters and attack the adventurers. The
other two lizardfolk run to warn Queen
Meeting Queen Ska’la Ska’la. They then wait at the ruin entrance
Most of the lizardfolk only speak Draconic, the and attack the party when they appear.
only exceptions being Ska’la and the Shaman †† Ska’la (lizardfolk queen) and her two
who also speak common. If no one in the party lizardfolk royal guard wait in the ruin.
speaks Draconic, they may have a very difficult
time entering the village. If the adventurers do 1: The Guard Towers
not threaten the guards, one of them summons
the shaman to speak with the party. A boat, broken and unusable, is tied to the
These lizardfolk respect the party as mighty island’s bank. The tops of two guard towers
adversaries, especially if one of the patrol peek out from above the 6-foot tall gate
survived the first encounter. They believe in a fashioned from timbers.
‘good death’ and perishing in battle is an honor.
The lizardfolk have little ill-will for the party if the There are four guard towers in all, two on either
adventurers are respectful, and Queen Ska’la has side of the island, with a lizardfolk in each guard
a task for them. tower. A crocodile, tamed by the lizardman
If the party request a meeting with Ska’la, one shaman, patrols either side of the island. The
of the lizardfolk takes them to area “A: Queen crocodiles do not patrol the gated areas. They
Ska’la on Her Throne”. have been trained to patrol only the sides of the
Attacking the Village island.
If the party do not request a meeting with the Sneaking past the guards requires a successful
lizard queen, and they attack the village, the DC 11 Dexterity (Stealth) check. If a lizardman
lizardfolk fight to defend their home and their escaped during encounter “A: The Lizardman
queen. Patrol”, the guards are on alert. In this case,
†† The lizardfolk shaman in area “4: The have the party roll Dexterity (Stealth) checks
Shaman’s Hut” rushes to area “3: The contested by the guards’ active Wisdom
Crocodile Pit”. He then releases the penned (Perception) check at +3. If the adventures are
crocodiles and commands them to attack the spotted, the guards yell at them (in Draconic) and
adventurers. He and the six crocodiles appear tell them to stop where they are. If none of the
three rounds after the battle begins. adventurers speak Draconic, the guards quickly
†† The shaman then casts conjure animals to summon the Shaman to converse with the party.
conjure one of the below reptiles: 2: The Lizard Huts
• 1 giant constrictor snake (CR 2) The six thatch huts on the west side of the island
• 1d6 + 2 flying snakes (CR 1/8) each hold a sleeping lizardfolk. If the guards in
• 1d6 + 2 constrictor snakes (CR 1/4) the towers alert the camp of the intruders, these
• 1d4 crocodiles (CR 1/2) sleeping lizardmen quickly rise and join the fight.
• 1d6+2 giant poisonous snakes (CR 1/4) Treasure. Each of these huts hold 2 sp, 1 cp,
• 1d6+2 giant lizards (CR 1/4) and a small gemstone worth 10 gp.
†† The shaman then attacks with his thorn
whip or produce flame cantrips, or he casts 3: The Crocodile Pit
entangle after the PCs defeated the animals The village’s shaman has trained eight
he summoned. crocodiles to obey his commands. Six crocodiles
†† Each of the Guard Towers (area “1: The are currently in the pit while the other two patrol
Guard Towers”) has a lizardfolk with four the shoreline of the island; one on either side.
javelins which they hurl at the adventurers Should the party attempt to skirt the shoreline,
they run into a crocodile half-way around the
INTO THE BELLY OF THE BEAST
12
island. This alerts the camp and the guards.
The shaman commands all the crocodiles to Ska’la is a fat and bloated lizardfolk queen.
attack the adventurers if a battle ensues. Her belly hangs over her waist and she
wobbles as she walks. For this reason, her
4: The Shaman’s Hut speed is reduced to 20 ft. for both walking and
The shaman’s hut is filled with strange herbs, swimming.
dried plants and berries, and roots. Three Ska’la wears a brown leather top that barely
bamboo containers with cork stoppers stand on covers her chest and a brown leather loincloth.
a makeshift table. These are potions of greater She is a disgusting creature.
healing which have been brewed by the shaman. She is willing to deal with the adventurers
The lizardfolk shaman is in his hut when the if the deal helps her. But, once the deal is
PCs arrive at the village. He wears a six-inch complete, given her chaotic evil nature, she
long, dried crocodile-head necklace around double crosses the adventurers.
his neck. This necklace is a necklace of the Ska’la carries a circular key ring that holds
crocodile. three iron skeleton keys on her hip. This key
ring is not visible when she sits, but could be
Necklace of the Crocodile noticed with a DC 12 Wisdom (Perception)
Necklace, rare, requires attunement check if she stands. These keys open the chests
This necklace has 3 charges, and it regains located in the treasure room.
1d3 expended charges daily at dawn. While
wearing the necklace, you can use an action Ska’la keeps two lizardfolk men (lizardfolk royal
to expend 1 of its charges to cast one of the guard – see Appendix) in the ruins with her.
following spells: animal friendship (save DC These men are her servants, bodyguards, and
14) (crocodiles only), speak with animals mates, and they have sworn to protect Ska’la.
(crocodiles only), summon crocodile 1/day (as If the party is granted an audience with Ska’la
the conjure animal spell, but only 1 crocodile) she may listen to them and accept an agreement.
An island of swamp goblins lies to the east and
5: The Ruins she would like the party to vanquish them from
the swamp. To prove they have completed the
A 20-foot tall stone structure stands in the task, she requires they return with four goblin
middle of the island. heads.

Five rooms make up the interior of the ruin.


A: Queen Ska’la on Her Throne
When the party enters the ruin, read or
summarize:

At the other end of the room, an obese


lizardwoman sits on a stone throne. Her huge,
naked belly lops into her lap and several slivers
of meat lay along her partially leather-covered
bosom.
A muscled lizardman, holding a spear and
wearing nothing more than a knee-length red
loincloth, stands on either side of her.
The lizardwoman raises a hunk of meat to
her mouth and takes a large bite. She chews
for a few seconds as she looks at you. “What
ess it you want?”, she says while spitting bits of
meat onto her chest as she speaks.

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.

INTO THE BELLY OF THE BEAST


14
2) A loathsome, smelly beast (a catoblepas) unwilling to negotiate with DarkRoot, you may
has recently taken to a section of the wish to allow a DC 10 Intelligence (History
swamp. Its stench is horrid and infects or Arcana) check. A success reminds the
the waters. DarkRoot can taste the animal adventurers of the tales they have heard of these
in his roots and he wishes it dispatched. types of creatures being able to animate other
The beast lives in a fetid, muddy area of trees.
the swamp to the east and the journey is
roughly 6-hours by boat. Sneaking Around DarkRoot
If the adventurers attempt to bypass DarkRoot
The beast must be incinerated as DarkRoot and enter the guarded land without completing
does not wish to taste its rotting carcass in the one of his quests, DarkRoot knows. He has
swamp water. He’ll know the deed is done when a connection with the surrounding trees that
the water’s natural flavor returns and he tastes allows him to sense intruders, and his spirit may
the ash in the water. If the adventures choose travel to any of these trees. He then transforms
this quest, see H: A Vile Smell. the tree into his Treant form and confronts the
Attacking DarkRoot adventurers.
If attacked, DarkRoot (treant) animates two of Talking to DarkRoot
the large cypress trees that stand next to him. If questioned about the dragon skull on the map,
Each becomes a treant. Attacking DarkRoot read or summarize:
would be unwise as the party would be facing
three CR 9 creatures. If the adventurers become DarkRoot says, “Yes, a large black dragon lived
in the cave many years ago, and the woodland
creatures tell me that its skull now fills the
cave entrance. It’s good that he is gone. Black
Dragons are vile creatures.”

DarkRoot knows the lair is occupied by another


black dragon, but he sees this as an opportunity
to either rid the swamp of the black dragon, or
rid the swamp of these pesky adventures. The
last thing he wants is more adventurers entering
the swamp.

G: Kanthar the Troll


General. The troll lair is damp and smells of
rotten flesh and mildew.
Light. Two types of bioluminescent algae grow
in the cave and provide dim light in several areas.
Other areas are considered dark.
Terrain. The floor of the cave is a wet mix of
gravel and mud. It makes a squishy noise when
walked on but does not hinder movement.
Water. Pools of fresh water are found in
several areas of the cave.

INTO THE BELLY OF THE BEAST


15
Kanthar (troll, C/E, male, CR 5, MM, p 291) Two types of bioluminescent algae grow in the
lairs in a cave located on a small island. The cave and provide dim light in several areas.
cave entrance is easy to locate and the caverns The Green Algae. The green algae are
lead under the swamp. He looks like your harmless and may be removed and used as a
typical troll, but wears a strange bone earring light source. The green algae are very sticky and
in his right ear. clings to clothing, armor, and skin, and it does
Kanthar is hungry. He has grown tired of not wash off. Anyone touching the algae finds
scouring the swamp for food. The lizardfolk it lingers on their skin. If they try to wipe it on
have built defenses and they avoid his island. clothing, the green algae only smear and grow.
He can smell the tasty morsels that scurry in Any creature contaminated with the green
the land that DarkRoot protects, and he often algae suffers the effect of the faerie fire spell
stands in front of the treant, pleading for him to (PHB, p 239).
open the gates so that he may hunt. He knows The algae continue to glow until it has spent 12
a fight with the treant would be pointless, so he hours outside the cave, or until it is burnt off.
continues to plead. The Yellow Algae. If touched, the yellow
algae explode and hurl yellow-colored acid in a
10ft. radius. A creature within this radius must
Kanthar is not on the island or in the cave when succeed on a DC 12 Dexterity saving throw,
the adventurers arrive. He is out in the swamp suffering 2d6 acid damage on a failed save, or
looking for his next meal. He returns when the half as much damage on a successful save.
adventurers reach the cave’s main chamber (F).

INTO THE BELLY OF THE BEAST


16
A: A Pool of Water Gooches is currently sitting in the pool of
This section of the cave has an 8-foot deep pool water, its eyes just poking out from the surface.
of fresh water. Investigation of the pool reveals a The light of the algae makes its eyes glow green.
glowing light at the bottom. The effect resembles the light on the walls and
The glowing light is a necklace of prayer beads the glowing eyes could be mistaken for more
(DMG, p 182). The necklace has four blue topaz algae. A creature passing a successful DC 14
beads attached to it, each of which are a bead of Wisdom (Perception) discerns the glow is from a
curing. pair of eyes reflecting the algae light.
It is nearly feeding time and Gooches assumes
B: Kanthar’s Restroom the adventurers are its next meal. Gooches
leaps from the water and attacks the nearest
A horrible smell fills this area. A large pile of adventurer.
green fungi casts its light about the room, and
you notice a glint of something shiny in a small E: Junk
alcove. Peering in, you find a thick layer of Various bits of clothes, a few mundane weapons,
excrement covers the alcove floor. Something and two small gold necklaces (10 gp each) lay in
shiny, perhaps gold, peeks out from the filth. the corner of this area of the cave.

Kanthar relieves himself in this alcove. Anyone


searching through the small filth-filled alcove
must pass a DC 15 Constitution save or be
poisoned for one minute while they vomit
profusely. Searching the filth reveals a gold ring
worth 30 gp and a ring of jumping (DMG, p 191).
C: The Bone Piles

The algae on the wall casts a dim-green light


on several piles of bones.

The bones are a mix of several creatures. A


character passing a successful DC 18 Wisdom
(Medicine) check discerns that the bones are
from goblinoids, rodents, and humanoids.
A successful DC 12 Wisdom (Perception)
check reveals 1d6 cp and 1d4 small, uncut
gemstones (5 gp each) intermixed within the
bones.
D: Kanthar’s Pet
Kanthar keeps a pet giant toad (CR 1, MM, p
329) named Gooches in this area. Gooches has
adapted to being a pet and enjoys being feed and
not having to hunt. It roams the cave freely.

INTO THE BELLY OF THE BEAST


17
F: The Den of Kanthar successful DC 12 Intelligence (Investigation)
or Wisdom (Perception) check reveals 10 gp
The cave opens to a large cavern. Several interspersed within the stones.
patches of the green and yellow algae provide Treasure. Kanthar wears a spiral-shaped
excellent light. A large, raised area can be bone earring in his right ear. This is the token
seen on the opposite wall and a gleaming that DarkRoot requires as proof that the troll is
shortsword leans up against a group of stones destroyed.
to the left.
H: A Vile Smell
A +1 shortsword (DMG, p 213) leans up against
the group of stones. Kanthar found the shiny Locating the creature is easier than you
shortsword in the swamp. He uses the magical thought. You hadn’t noticed the smell that
weapon to clean his kills. DarkRoot spoke of while you talked to him,
Kanthar (troll) returns to the cave when the but as you began your journey to slay the
party enters Area F and reaches them in three creature, the more you moved to the east, the
rounds. He carries an unconscious feral boar more pungent of an aroma you smelled. You
(CR 1/4, MM, p 319) over his shoulder. He’s see an island and are certain it’s where the
returned to the cave with the boar to clean it creature can be found. The smell is disgusting
with the magical shortsword he keeps in his - a rancid mix of swamp gas, animal musk, and
den. Kanthar has found boar to be much more decomposition.
enjoyable after the hide had been removed.
Each round, have the adventurers roll a The party must leave their boat at the edge of the
Wisdom (Perception) check to see if they hear island. The catoblepas (VGtM, p 129) lives 50
Kanthar in the cave. The first roll is DC 20, the ft. from the edge of the island and is concealed
second in DC 18, and the last is DC 15. On a by bushes and trees. It is currently feeding on
success, they hear grunting and movement in rotting swamp grass and is rutting through the
the cave behind them. If all checks fail, Kanthar mud with its tusks as it hopes to dig up a bigger
surprises the adventurers when he returns to his meal. When it notices the adventurers, it has
den, allowing him a free round of attacks before found its bigger meal.
initiative is rolled.
If a battle ensues, Kanthar drops the boar
and attacks with his club. The boar regains
I: Swamp Goblin Village
consciousness after three rounds and attacks the The island the swamp goblins (C/G, CR ¼,
nearest creature, even Kanthar. If the party has see Appendix) live on rises 10 ft. out of the
not defeated Gooches (see area D: Kanthar’s Pet) swamp. The sides are sheer and muddy and
when Kanthar returns, the giant toad joins the are considered difficult terrain and require a
fight to protect its master. successful DC 12 Strength (Athletics) check if
climbed. A small section of the island is level to
G: Kanthar’s Bed the water and acts as a boat dock and entrance
to the goblin camp. Two guard towers, manned
A natural set of stairs leads to a raised area. In by a goblin in each, guard the entrance.
the middle, a mixture of moss, fern branches, Swamp goblins are a little more gracious
and grass creates what appears to be a than their normal goblin cousins and have an
bedding area. alignment of Chaotic Good.

Kanthar sleeps on a bed made of moss, fern


branches, and grass. Several bones of various
size are easily found lying on the ground. A

INTO THE BELLY OF THE BEAST


18
Traveling with Me’Jerk in the guard towers attack the adventurers
While traveling to the Swamp Goblin Island, with their bows. Two rounds later, the
Me’Jerk tries to convince the party that the remaining 8 swamp goblins arrive at the
swamp goblins are mostly peaceful. They are shore and attack the party as it lands.
ruled by a goblin chieftess named Chief Gumba. Entering the Village
If they are not traveling with Me’Jerk:
“Us Swampies more peaceful than scaly men. †† The adventurers could attempt to persuade
You see! Chief Gumba, she only want answer the goblin guards to let them in. A successful
puzzle and get prize. We swampys normally DC 15 Charisma (Persuasion, Deception)
live deep in swamp. Chief Gumba won’t leave check convinces the guards that the
until she find prize. That what gnome doing. adventurers mean them no harm.
Answering.” †† The adventurers could attempt to sneak
into the camp. A successful DC 9 Dexterity
When the adventurers arrive at the Swamp (Stealth) check is required to sneak past the
Goblin Village: guards.
†† If Me’Jerk convinces the adventurers that †† If the adventurers attack the guard posts, the
the swamp goblins mean them no harm, he two swamp goblins in the towers attack the
explains this to the guards and gains entry. adventurers with their bows. Two rounds later,
†† If Me’Jerk believes the adventurers plan to the remaining 8 swamp goblins arrive at the
attack the goblins, he warns the guards the shore and attack the party as it lands.
first chance he gets. The two swamp goblins

INTO THE BELLY OF THE BEAST


19
The Village Meeting Chief Gumba
Depending on how the adventures make it into When the adventures meet Chief Gumba, she is
the camp, use one of the below, or adjust to fit polite and offers them refreshments. They have
whatever scheme your players came up with. If clean water to drink and sautéed slugs to eat.
they enter the village peacefully, they and Me’Jerk
are taken to Chief Gumba. Chief Gumba (swamp goblin boss, CR 1, see
Appendix) is a gracious host. She only wants to
As you enter the village, you see a white-haired crack the riddle of the stone shrine. Although
gnome speaking with a swamp goblin. The she has no proof, she believes it holds a grand
gnome has several pieces of parchment laid treasure and she won’t leave this part of the
across a large half-moon shaped stone. swamp until she has it.
Several 10-feet wide circular thatch huts line Chief Gumba wears a mud-stained yellow
the interior of the island and a dirt trail leads dress that is tattered from dragging on the
to a larger hut that rests on a higher hill. To the ground. Long, dangling gold earrings stretch
right, you see a large, flat stone patio. her earlobes and she wears a bright red type
of makeup on her lips. In addition, she uses
Three goblins walk up to you. They look at ash as a type of eyeshadow. The makeup job is
Me’Jerk, his bandaged leg, and then back to sloppy. An adventurer could earn her trust by
you. doing her makeup for her.
“No, no. These save me. Mean hag was gon’ If any of the party members wear makeup, or
eat me!”, says Me’Jerk as he waves the goblins if any are very well-groomed, Chief Gumba is
back. drawn to that adventurer. She offers to trade a
“Good you back, Me’Jerk. Sorry ‘bout foot,” few pieces of jewelry (DM’s discretion on what
says one of the goblins. she has) to procure new pots of makeup.
One of the goblins looks at you and says, “We
take you to Chief Gumba. She want to talk to
Chief Gumba asks the adventures to help
you.”
decipher the riddle of the stone platform. The
They turn and begin leading you up the dirt
gnome has been trying to open it for several
path that leads to the large hut on the hill.
years and everyone is becoming very frustrated.
Once the puzzle is deciphered, and once she has
the treasure it holds, she releases the gnome,
and she and her swamp goblins move deeper
into the swamp. They are tired of dealing with
the lizardfolk.

“Dem scaly men are nothin’ but trouble. We do


nothin’ to dem. They attack! I give you boat if
you kill dem. Or – I give you boat and we leave
if you figure out riddle. Me want prize that be
hidin’ inside.”

INTO THE BELLY OF THE BEAST


20
Meeting Marspot Gimblebum The Shrine
Marspot explains that he has been treated very The shrine is an ancient vault. The center stone
well while being held captive. It appears the rises when the shrine is activated. There are four
swamp goblins only want him for his mind. He round 2ft x 2ft boulders scattered on the island
has been tasked with deciphering an ancient (see map).
puzzle. Chief Gumba believes the stone altar Each boulder weighs 1,200 lbs. A combined
holds a treasure, and Marspot agrees. Strength score of 40 is necessary to carry the
boulders to the shrine. These boulders must be
Marspot Gimblebum (male forest gnome placed on the corner stones to activate the center
commoner) is being held captive in the stone.
Swampy’s camp. Although his captivity is One boulder is broken in half and is the half-
against his wishes, Marspot moves freely about moon pedestal located in the center of the
the camp and is treated as one of the members village. The second half of that boulder is under
of the village. He lives in a hut near Chief the half-moon being used as a pedestal.
Gumba’s large hut. His first question is, “Have Once the boulders have been set on the corner
you seen my friend? His name is Timotay stones of the shrine, the corners slowly lower as
Handywits.” If asked, Marspot tells party that the center stone rises.
he and Timotay entered this swamp several If the players have a difficult time figuring out
years ago, and became separated. He doesn’t the shrine, you may allow a DC 15 Intelligence
know what happened to Timotay. (Investigation, Religion) or Wisdom (Insight)
check. A success gives the player a hint that the
indentations in the corner stones may represent
The gnome walks you over to the shrine and a boulder, much like the one the gnome sat on.
takes a perch on a half exposed round boulder. A druid or rock gnome has Advantage on this
He says “Chief Gumba, a rather pleasant roll.
goblin by most standards, believes this ancient Treasure. The center stone holds 50 silver
stone shrine holds a valuable treasure. I tend bars. The bars are 5 inches long, 2 inches wide
to agree with her. The center stone has wider and 1 inch think and weigh 5lbs. each. Each bar
creases, so do the stones with the indentations is worth 25 gp.
on each corner. I’ve tried putting just about Conclusion
everything in them: water, various types If the adventurers decipher the shrine:
of food, dirt. Nothing seems to trigger the †† Chief Gumba rewards them with 5 bars of
mechanism. The goblins, against my wishes of silver.
course, even tried filling them with blood from †† She releases Marspot.
several swamp creatures.” †† She begins moving the camp deeper into the
“I’ve tried to pry the stones out, but they are swamp.
5ft. thick. There’s no number of goblins that
If the adventurers do not decipher the shrine:
could move that stone with a pry bar.”
†† Chief Gumba could be convinced to move
Marspot pulls a handkerchief from his pocket
the camp deeper into the swamp with a
and blows his nose with a horn-like toot,
successful DC 18 Charisma (Intimidation)
“Excuse me. My sinuses have never adapted to
check
this swamp.”
†† Chief Gumba wants treasure. A bribe of 200
He folds the handkerchief, places it in his
gp grants advantage to the roll.
pocket, and continues, “Anyway, this is one time
I wish I were one of my cousin rock gnomes. If the adventurers accepted Ska’la the
Maybe then I’d have the smarts to figure this lizardfolk queen’s agreement, they are required
out!” to return with four goblin heads. If they return
to the lizardfolk village without the heads, Ska’la
proclaims them liars and orders her lizardmen to
attack the party.

INTO THE BELLY OF THE BEAST


21
Chapter 3: X Marks
the Spot
Having completed a quest for the treant named
DarkRoot, the players find their way to the X
marked on the map, and a final encounter that
may prove deadly.
If the party rescued Marspot from the Swamp
Goblin Village, he does not enter the cave during
the final encounter. He prefers to stay outside
and wait for the party to return.

J: The Guarded Land


The land guarded by DarkRoot is more pleasant
than the swamp. The foul smell of the swamp
water is gone and the ground is nearly dry and
solid. A full day of travel is required to reach the
dragon skull pictured on the map.

DarkRoot animates two trees, allowing you


to pass into the land he guards. The sudden
change in landscape is surprising. Gone are the
foul, dark waters of the swamp and the muddy
land of the islands. Flowers and green grass
cover the land as far as you can see. Colorful Light. Light spills in from the entrance for
birds fly overhead and rabbits and squirrels run 15-feet. Otherwise, all areas of the cave are dark
about the ground. and require the use of a torch, darkvision, or
After traveling seven hours, the land begins spell.
to turn dreary. The green plants and colorful
flowers are grey and withering and are being The dragon skull’s jaw is open wide and
replaced by the familiar vegetation of the giant teeth obscure the entrance. It appears
swamp. the skull has been here for some time as the
Another hour passes. You begin to catch the swamp vegetation has grown over the exposed
scent of death and decay floating on the breeze. vertebrae of the creature’s neck.
A few moments later, after cutting your way The putrid smells of death and decay spill from
through a mass of vines, you find the last image the opening.
on the map. A massive dragon skull, partially
overgrown with swamp vines, lies in the The skeleton of the dragon remains intact
opening of what appears to be a cave. and the ribcage creates a white tent of death
overhead. A set of stone stairs leads down into
the beast’s lair.
A character attempting a DC 18 Wisdom
K: The Belly of the Beast (Animal Handling) or Intelligence (Investigation)
General. The ground of the cave, aside from check discerns that the skeleton is from an
the natural stone stairs, is gravel. Insects and ancient black dragon. The character also believes
snakes scurry and slither about the cave, and a the beast died from old age.
putrid smell comes from deeper within.

INTO THE BELLY OF THE BEAST


22
You enter through the dragon’s jaw, being A: What’s In The Passage?
careful not to catch yourself on the massive If the party enter this passage, read or
teeth that guard the entrance. As you step summarize:
inside, you see the beast’s neck still hangs
above you and the ribcage creates a white tent The passage leads to a small cavern. At the
of doom. Venomous snakes and centipedes back wall of the cavern, a middle-aged human
slither and skitter all around you. Mindful of man claws desperately at the wall. His legs
your steps, you work your way deeper into the bleed and appear motionless, yet he continues
cave. to claw at the wall with his bleeding fingers.
You exit the dragon’s remains and find a He hears you. His body jerks and he attempts
natural set of steps in the stone floor. to pull his bloody torso into a fetal position, but
You notice a passage to your left after his legs do not obey.
you’ve descended 20 feet into the cave. A As he looks up, you see his left eye hangs
faint scraping sound comes from within that from its socket and his right eye is missing.
passage. He tries to talk, but his mangled tongue only
creates gibberish.

INTO THE BELLY OF THE BEAST


23
The man has been a toy for the black dragon D: The Rotting Pool
wyrmling (CR 2, MM, p 88) that lives in the cave. Several dead creatures in various states of
The man escaped the creature only a few hours decomposition float on top of the pool’s black
ago, and is now trying to escape the cave. He water. The stench is horrible.
unknowingly took a wrong turn. The bodies are from various creatures from the
swamp and the lands just outside of the swamp.
Georgejohn Bastock (commoner) is a human One body appears to be human and the other is
farmer who lives a few miles from the swamp. elvish.
He was tending to his carrots yesterday when If the humanoids are removed, the creatures
a great talon grabbed his back and carried him are so decomposed that the flesh merely slips
to this place. from their bones.
If an adventurer is brave enough to investigate
the humanoid bodies:
Georgejohn is unable to talk in his current †† The human (woman) wears a wide silver
condition. Even if he is healed, he is in such a bracelet inscribed with “I’ll love you always.
frightened state that his only words are, “Black Bartely”. It has a value of 25 gp.
as night…black as night…” †† The elf (wood elf man) carries a leather, water-
Georgejohn only wants to leave the cave. If he tight scroll-case with a note that reads “The
is healed and gains his sight, he bolts for the lit barbarians have been attacking from the west.
cave entrance (either daylight or moonlight spills Please send reinforcements”.
in through the opening). Georgejohn’s fate is in
the DM’s hands. NOTE: You may use these items, or other
B: The Passage on the Right items of your choosing, to create a new plot in
your campaign.
Clicking and tapping can be heard from deeper
within this passage. As you listen, a small
scorpion crawls out from the passage, skitters E: The Young Dragon
past you, and continues toward the cave The young dragon (black dragon wyrmling,
entrance. C/E, CR 2, MM, p 88) – Chamista - misses her
plaything. She let Georgejohn go so she could
The small cavern at the end of the passage take a nap. Chamista now looks for a new
contains swarms of insects and snakes: plaything and attacks the party with her acid
†† swarm of centipedes (CR 1/2, MM, p 338) breath after two rounds, unless she is attacked
†† swarm of spiders (CR 1/2, MM, p 338) prior to this time.
†† swarms of poisonous snakes (CR 2, MM, p F: The Second Entrance
338) This deep, black pool is the entrance used by the
These creatures only attack if the cavern is current black dragon (young black dragon, C/E,
entered. CR 7, MM, p 88) owner of the lair - Garnifalix.
She is out hunting for her youngster and returns
C: The Lair five rounds after the party engage the young
black dragon.
A large cavern smells of death. Two pools of If this pool is investigated, the dark water
water are located on either side of the cavern. makes it impossible to discern that the water
Along the far wall, your light reflects off a pile leads out of the cavern.
of gold, silver, and other wondrous treasure. A There are a couple of ways this plays out.
small black dragon worms its way around the †† Garnifalix appears while the party is fighting
treasure, opens its mouth, and hisses at you. her baby. In which case, the party may not
notice her rise from the pool. If the pool is out
of view, a character passing a DC 15 Wisdom
(Perception) check notices a dark figure rising
from the pool from the corner of their eye.

INTO THE BELLY OF THE BEAST


24
†† If the party is investigating The Rotting Pool,
Garnifalix slips out of the pool and sneaks Conclusion
up on the party. A successful DC 15 Wisdom At this point, the party has completed the original
(Perception) check alerts a party member to quest of following the map to the treasure and
movement from behind them. the adventure may be over. The journey out of
†† If the party is investigating The Second the swamp may be uneventful. You may use
Entrance when Garnifalix arrives, they notice one of the encounters mentioned in the Extra
the water begin to swirl. Soon after, two large Encounters Appendix while the party navigates
spiral horns break through the surface of the out of the swamp.
water, followed by two large green eyes.
With any of the above, if the baby dragon is
dead, Garnifalix knows and she unleashes her
motherly wrath upon the party.

NOTE: For a more interesting encounter,


add: Garnifalix is an innate spellcaster. She
may cast Misty Step twice per day as a bonus
action.
For a deadly encounter, you may wish to
change the mother dragon to an adult black
dragon (CR14, MM, p 88) and add Lair
Actions.

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.

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Appendix A: Extra Encounters
Below are a few additional encounters that you 40ft. into the cave, the party finds a group of
can use while the party travels the swamp bones and a leather loincloth. The bones and
loincloth are the remains of the swamp goblin
EE1: A Nest of Eggs NimNim.
A folded piece of leather sits at the bottom of
A large nest of twigs, grass, and mud, and
the cave. The leather holds a diamond ring worth
holding two 3ft. long eggs, is built in the center
100 gp.
of this small island. The eggs belong to a mated
pair of allosaurus (CR 2, MM, p 79) which are
currently out hunting. The pair of dinosaurs NimNim (deceased swamp goblin) found a
return to the nest three rounds after the party pretty ring while exploring the swamp. He
find it. didn’t want anyone else to know about his
If an egg is stolen before the parents return, treasure, especially Chief Gumba, so he
they hunt the adventurers down and attack stashed it in this cave.
during the night. NimNim slipped while trying to exit the cave
If an adventurer steals an egg and lives to tell and sustained a mortal wound.
about it, they could possibly maintain the egg
until it hatches with a successful DC 20 Wisdom
(Animal Handling) once per day for five days. EE4: Free Fish
A 3ft. thick x 3ft. tall stone pedestal stands in
EE2: This Place Sucks the center of this island. A hand-crafted basket
A rough, small 3ft. x 3ft. ground crevice is found filled with 10 1ft.-long fish rests on the pedestal.
in the center of this small island. Several pair of footprints can be found in the dirt
The crevice is 10ft. long and runs under the and around the pedestal.
island. It is filled with 5 vargouilles (CR 1, The swamp goblins leave a daily offering of fish
VGtM, p 195). The vargouilles hunt at night on the pedestal to appease the creatures of the
and emerge from the crevice, attacking the swamp. Any number of creatures could come
adventurers if the party camps on the island. along in the night to claim the prize. Suggestions
If the crevice is tampered with or explored, the include:
vargouilles emerge and attack anyone inside the †† A shambling mound (CR 5, MM, p 270)
crevice or on the island. †† 2 swarms of rats (CR 1/4, MM, p 339)
†† 5 ghouls (CR 1, MM, p 148)
EE3: A Stash of Loot †† 1 swarm of rot grubs (CR 1/2, VGtM, p 208)
A rough, small 3ft. x 3ft. ground crevice is found
in the center of this small island. EE5: Don’t Look at It
The opening is 1ft. thick and then the crevice A cave entrance, 6ft. wide and 7ft. tall and
expands into a 5ft. x 5ft. cave which extends 80ft descending 50ft under the swamp, is found
below the island at a 45-degree angle. The initial in the center of this island. The cave holds a
opening can be made 2ft. larger with a successful basilisk (CR 3, MM, p 24) who sits on a nest of
DC 15 Strength check. one unhatched egg.
The interior of the cave is damp and water
drips from the ceiling. The rock floor is slippery,
and creatures traversing the cave must pass a
DC 12 Dexterity check once to avoid slipping and
falling prone.

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EE6: Mud Mephit Island Random Traveling
This island is more mud than solid land. Eight Encounters
mounds of mud line the interior of the island.
The below are suggested random encounters you
The mounds are mud mephits (CR ¼, MM,
may add while the party travels the swamp.
p 216) and they attack the party when the
†† 1d4 flying snakes (CR 1/8, MM, p 322)
adventurers pass the mud mounds.
†† 1d4 giant lizards (CR 1/4, MM, p 326)
†† 1 swarm of poisonous snakes (CR 2, MM, p
EE7: The Lonely Boot 338)
The adventurers find a single boot half-buried in †† A decaying lizardfolk corpse. 2 sp and 10 cp
the muddy shoreline. The boot is made of a red- are found on the ground near the body.
colored leather and an embossed lightning bolt †† 1d4 crocodiles (CR 1/2, MM, p 320)
adorns each side of the boot’s calf. The skeletal †† 1d4 giant lizards (CR 1/4, MM, p 326)
remains of a foot and tibia are still inside the †† 1d6 zombies (CR 1/4, MM, p 316)
boot. †† 1d8 boars (CR 1/4, MM p 319)
Investigation of the tibia reveals teeth marks
and the PCs believe the leg was savagely Random Deep Water
severed.
The boot is a boot of speed (DMG, p 155). It Encounters
is unusable alone, but the second boot may be The below are suggested random encounters you
found during one of the other encounters listed may add while the party travels the deep waters
on the map. If you choose to add the second boot of the swamp.
to the adventure, add it to the treasure found †† 1 giant crocodile (CR 5, MM, p 324)
during an encounter of your choice. †† 1 hydra (CR 8, MM, p 290)
†† 4 swarms of quippers (CR 1, MM, p 338)
EE8: A Buried Box
A partially buried and locked wooden chest is
found on an island or its shoreline. A successful
DC 15 Dexterity check using thieves’ tools opens
the lock. The chest contains an intact set of
navigator’s tools (PHB, p 154) worth 25 gp.

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Appendix B: Monster Statistics
Swamp Roper Swamp Goblin
Large monstrosity, neutral evil Small humanoid, chaotic good

Armor Class 18 (natural armor) Armor Class 15 (leather armor, shield)


Hit Points 93 (11d10 + 33) Hit Points 7 (2d6)
Speed 15 ft., swim 15 ft. Speed 30 ft.

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)

Skills Perception +6, Stealth +5 Skills Stealth +6


Senses darkvision 60ft., Passive Perception 16 Senses darkvision 60ft., Passive Perception 9
Languages — Languages Common, Goblin
Challenge 5 (1,800 XP) Challenge 1/4 (50 XP)

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.

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Swamp Goblin Boss Lizardfolk Royal Guard
Small humanoid, chaotic good Medium humanoid (lizardfolk), neutral

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)

Skills Stealth +6 Skills Perception +3, Stealth +4, Survival +5


Senses darkvision 60ft., Passive Perception 9 Senses Passive Perception 13
Languages Common, Goblin Languages Draconic
Challenge 1 (200 XP) Challenge 1 (200 XP)

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.

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Appendix C: Combat Tracker
Page Init. AC Speed Attacks Weapon To Hit Rng. Damage HP
Lizardfolk MM 204 +0 15 30 ft. / 2 Bite +4 5 ft. 5 (1d6+2) P 22
30 ft.
Multiattack. The lizardfolk make two melee attacks, each one Claws +4 5 ft. 7 (2d4+2) S
with a different weapon.
Spiked Shield +4 5 ft. 5 (1d6+2) P
Hold Breath

Page Init. AC Speed Attacks Weapon To Hit Rng. Damage HP


Giant Constrictor MM 324 +2 12 30 ft. / 1 Bite +6 5 ft. 11 (2d6+4) P 60
Snake 30 ft.
(*) and the target is grappled (escape DC 16). Until the grapple
ends, the creature is restrained, and the snake can’t constrict Constrict* +6 5 ft. 13 (2d8+4) B
another target.

Page Init. AC Speed Attacks Weapon To Hit Rng. Damage HP


Green Hag MM 177 +1 17 30 ft. 1 Claws +6 5 ft. 13 (2d8+4) S 82
Amphibious, Mimicry
Innate Spellcasting, Invisible Passage, Illusory Appearance

Page Init. AC Speed Attacks Weapon To Hit Rng. Damage HP


Swamp Roper Appendix -1 18 15 ft. / 4 Bite +7 5 ft. 22 (4d8+4) P 93
15 ft.
Multiattack. The swamp roper makes four attacks with its
tendrils, uses Reel, and makes one attack with its bite.
Tendril* +7 50 ft. N/A
False Appearance, Grasping Tendrils (see appendix).

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Page Init. AC Speed Attacks Weapon To Hit Rng. Damage HP
Lizardfolk MM 204 +0 15 30 ft. / 2 Bite +4 5 ft. 5 (1d6+2) P 22
30 ft.
Multiattack. The lizardfolk make two melee attacks, each one Claws +4 5 ft. 7 (2d4+2) S
with a different weapon.
Spiked Shield +4 5 ft. 5 (1d6+2) P
Hold Breath

Page Init. AC Speed Attacks Weapon To Hit Rng. Damage HP


Lizardfolk MM 205 +0 13 30 ft. / 2 Bite +4 5 ft. 5 (1d6+2) P 27
Shaman 30 ft.
Multiattack. The lizardfolk shaman makes two melee attacks,
one with its bite and one with its claws.
Claws +4 5 ft. 4 (1d4+2) S
Hold Breath, Spellcasting (DC12, +4 to hit)
Change Shape

Page Init. AC Speed Attacks Weapon To Hit Rng. Damage HP


Lizardfolk Queen MM 205 +1 15 20 ft. / 2 Bite +5 5 ft. 6 (1d6+3) P 78
20 ft.
Multiattack. The lizardfolk queen makes two attacks: one with Claws +5 5 ft. 5 (1d4+3) S
its bite and one with its claws or trident or two melee attacks
with its trident.
Trident* +5 20/60 7 (1d8+3) P
Hold Breath, Skewer*

Page Init. AC Speed Attacks Weapon To Hit Rng. Damage HP


Lizardfolk Royal Appendix +0 15 30 ft. / 2 Bite +5 5 ft. 9 (2d6+3) P 22
Guard 30 ft.
Multiattack. The lizardfolk make two melee attacks, each one Heavy Club +5 5 ft. 9 (2d6+3) P
with a different weapon.
Spiked Shield +5 5 ft. 9 (2d6+3) P
Hold Breath, Brute (already added to damage)

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Page Init. AC Speed Attacks Weapon To Hit Rng. Damage HP
Troll MM 291 +1 15 30 ft. 3 Bite +7 5 ft. 7 (1d6+4) P 84
Multiattack. The troll makes three attacks: one with its bite
and two with its claws.
Claws +7 5 ft. 11 (2d6+4) S
Keen Smell, Regeneration

Page Init. AC Speed Attacks Weapon To Hit Rng. Damage HP


Giant Toad MM 329 +1 11 20 ft. / 1 Bite* +4 5 ft. 7 (1d10+2) P 39
40 ft. plus
1d10 poison
Amphibious, Standing Leap, Swallow
(*) target is grappled (escape DC 13)

Page Init. AC Speed Attacks Weapon To Hit Rng. Damage HP


Boar MM 319 +0 11 40 ft. 1 Tusk +3 5 ft. 4 (1d6+1) S 11
Charge, Relentless

Page Init. AC Speed Attacks Weapon To Hit Rng. Damage HP


Catoblepas VGtM +1 14 30 ft. 1 Tail* +7 10 ft. 21 (5d6+4) B 84
129
(*) target must succeed on a DC 16 CON save or be stunned
until the start of the catoblepas’s next turn.

Death Ray – one creature within 30ft. DC 16 CON save. See


VGtM p 129.

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Page Init. AC Speed Attacks Weapon To Hit Rng. Damage HP
Swamp Goblin Appendix +2 15 30 ft. 1 Scimitar +4 5 ft. 5 (1d6+2) S 7
Nimble Escape, Swamp Camouflage Shortbow +4 80/320 5 (1d6+2) P

Page Init. AC Speed Attacks Weapon To Hit Rng. Damage HP


Swamp Goblin Appendix +2 17 30 ft. 2 +1 Dagger +4 5 ft. 5 (1d4+3) P 21
Boss
Multiattack: The swamp goblin boss makes two attacks with
its +1 dagger. The second attack has disadvantage.

Nimble Escape, Swamp Camouflage, Redirect Attack

Page Init. AC Speed Attacks Weapon To Hit Rng. Damage HP


Black Dragon MM 88 +2 17 30 ft. / 1 Bite +4 5 ft. 7 (1d10+2) P 33
Wyrmling 60 ft. / plus
30 ft. 2 (1d4) acid
Damage Immunities: Acid

Amphibious

Acid Breath: 15-foot line 5-feet wide. DC 11 DEX save.


22 (5d8) acid damage on failed save, or half as much on a
successful save. RECHARGE

Page Init. AC Speed Attacks Weapon To Hit Rng. Damage HP


Young Black MM 88 +2 18 40 ft. / 3 Bite +7 10 ft. 15 (2d10+4) P 127
Dragon 80 ft. / plus
40 ft. 4 (1d8) acid
Damage Immunities: Acid

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

Optional – Innate Spellcasting – Misty Step 2/day.

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Appendix D: Print Friendly Maps

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