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### an Adventure for Level 5 # Nivix Dean and the Swamps of Sadness _Nivix Dean and the Swmap of Sadness_ is a homebrew adventure created by Trevor and
Classes and Constructs.
It's designed for three (3) to four (4) level five (5) adventurers. The layout was inspired by *Candlekeep Mysteries.* ## Adventure Overview: The PCs are sucked into a book that was also a prison created by the druid author. The druid, in some form, exists in the book and preys on those who are trapped. From within the book, the PCs have to find a way out, and potentially, a way to deal with the druid themselves. ## Finding the Book: The PCs are in detention and sent to clean the highest, most prestigious floor of the library. One of them (whoever rolls the highest/lowest could be an easy way to do this), while cleaning, finds a book is titled: ***Nivix Dean and the Swamp of Sadness.*** ### Book Description: The book has a fairly nondescript black leather cover, though the spine of the book is embossed with webs that flicker and glint with silver-grey thread. ### Notes on the Title: Although very minor, my thought for the title of this book is that it changes depending on who or what is currently trapped within. Nivix Dean is trapped, and has been for a period of time, hence the title when the PCs find the book. ## The Aventure itself: ### When the book is opened The person who opens the book is warped into a pocket plane stemming from the book itself. This makes a sound (like a brief, vacuum “pop”) -- this way the rest of the party could hear it if the person who opens it is alone. Depending on your party - this could mean the other PCs immediately jump into help, they could run to people at the library to help, there’s some flexibility here. If you are worried, the initial “pull” could affect the whole party. ### The Swamp: The PCs find themselves in an arch shaped swamp. Directly in front of them, and the center of focus for this swamp, is a small wooden cabin on an isolated island. There is a bridge, directly in front of the PCs that heads directly toward the island, and therefore the cabin. Map 1:
Here, the PCs find a man in a hammock; this is Nivix Dean. How this man meets them is really up to the DM. Here are some options: * He warns then as they get close to the bridge * They stumble across him as they look around * They hear him snoring in his sleep; Etc. Nivix was a former student (if this was set in a school, otherwise, reflavor this to fit your campaign) who was trapped. He thinks he's been here for years, but he isn't sure. He is rather aloof and values protecting his life. He's seen people come, head to the cabin, and never return. He assumes they die there and he doesn't want to be next. All that said, he is fairly confident that cabin is the key to getting home - assuming you make it out alive. After some time, the PCs are attacked by one of the following: * Will-o'-the-wisp * Giant crocodile * Shambling mound There is no escape from the book except over the bridge -- this is designed to be a prison after all. This is a bit “railroad”-like, but I think for one-shots or adventures like this, I have never had players that mind too much with this additional focus. \pagebreakNum ### The Bridge This bridge is anchored at one end on the land, again in the middle of the swamp, and ends with a final anchor about 30 feet from the cabin on the island where the cabin is located. Map 2:
While the PCs are crossing the bridge, you can do ONE or BOTH of the following: First section (land to midpoint) - Combat with one of the following: * Snakes * Zombies * Crocodile Second section (midpoint to land): The bridge snaps as players are part-way across. Players have to make a DC 15 Dexterity Saving Throw to catch the bridge as it snaps and scramble to land. * Otherwise they fall in the swamp - this could result in a number of things: * DEX save to resist being pulled into the muck * CON save to resist poison damage * If they slip, they have to find a way up * They can attempt to swim to shore * They can try to climb back up (or get help from any PCs who made the save) ### Outside of the Druid's Cabin I would avoid combat here, it diminishes the tension of the altercation with the Druid. With some successful investigation check the PCs can find: * 2 - 4 potions of healing * A vial of poison, or plants made to make poison * A whip made of swamp vine * A hidden, locked, backdoor to the cabin (this would allow them to get a jump on the druid). Technically, the PCs could try to sneak by the Druid and get out without fighting as well. You can set the DCs for the items above as you see fit for your party. \columnbreak ### Inside the Druid's Cabin Map 3: The Cabin
The PCs are greeted by a slick, slow-talking druid dressed in all black leathers and using a quarterstaff adorned with a silver filigree that matches the spine of the book. They have a necklace with four small glass vials as charms; this necklace can act as a key to escape for the party. This druid is rather pretentious, and happily explains to the PCs that this is their means of "feasting" and that none of their prey make it out alive. The statblocks for the druid, and their spider form, are both on the next page. In the cabin, the PCs can find varied treasure: * Items/weapons from previous victims * Gold * Art * Notes on a desk, near the fireplace, potentially even a list of previous victims. #### Tactics: The druid will go easy initially on the party and attempt to toy with them early in the fight. Technically, they could wild shape into any appropriate beast, but the giant spider provided fits the theme best. ### A Way Out: At the back of the home, under the bed, there is a trapdoor along the floor, locked but without a keyhole. On the wood there is imagery of earth, wind, water, and fire. This is the way out. If these elements are touched to the trap door, it will unlock and open a portal back. As each element is touched to the door, the associated symbology glows. Depending on your party, this could be permanent or last a set amount of time. The leather necklace on the Druid has each of the four necessary elements in small vials. These elements can also be found around the island (soil, breathe, water from the swamp, and fire from the fireplace). \pagebreakNum ___ > > ## Druid of the Swamp >*Humanoid* > ___ > - **Armor Class** 15 > - **Hit Points** 70-100 > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|10 (+0)|14 (+2)|12 (+1)|18 (+4)|11 (+1)| >___ > - **Senses** Darkvision 30ft; Passive Perception 14 > ___ > ### Actions > **Multiattack** The Druid can make 2 quarterstaff > > ***Quarterstaff*** +6 to hit, reach 5. Hit: 1d8+4 > > ***Web Whip*** +6 to hit; 30 ft range. 2d6 necrotic damage and slows the target by 10ft > > ### Bonus Action >Once per combat the Druid can summon a "Guardian of Nature" Swamp Totem that requires concentration and gives the Druid the following benefits: > * A climbing speed of 30ft > * Advantage on Dexterity Saving Throws > * Creatures within 10ft of the Druid, on their turn, have to make a DC 14 Constitution Saving Throw or take 1d8 poison damage and gain the poison condition. On a success, they are immune to the stench. > > ### Villian Actions > Villian actions trigger at the end of PCs turns, one per round, in order. > >***Slow Down*** The Druid slams their quarterstaff in the ground and a web runs along the ground, centered on them, in a 20ft radius. > * This area is difficult terrain for everyone except the Druid (and any subsequent forms) > * All PCs must make a DC 13 Strength Saving Throw; on a successf they are knocked prone, on a failed save they are knocked prone, restrained, and pulled 10ft toward the druid. > >***Transform*** : The druid turns into his modified giant spider form if he hasn't already. > ### Reactions > Once per combat, when a creature attempts to break the druid's web (either from the villain action, or while in spider form) the druid can constrict (or poison) the web dealing 2d8 bludgeoning (or necrotic) damage. > \columnbreak ___ > ## Druid's Giant Spider Form >*Large beast* > ___ > - **Armor Class** 14 > - **Hit Points** 45 > - **Speed** 30ft. Climb 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-4)|16 (+3)|2 (-4)|6 (-2)|20 (+5)|1 (-4)| >___ > - **Condition Immunities** Poison and Necrotic > - **Senses** Darkvision 30ft; Passive Perception 14 > ___ > ***Spider Climb.*** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > ***Web Walker.*** The spider ignores movement restrictions caused by webbing. > > ### Actions > **Multiattack** Spider form can Bite twice or Bite and whip. > > ***Bite*** +6 to hit, reach 5. 1d8+3 piercing and 2d8 poison damage. The target must make a DC 13 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. > > ***Web Whip*** +6 to hit; 30 ft range. 2d6 necrotic damage and slows the target by 10ft > > ***Web (Recharge 5/6).*** Ranged Weapon Attack: +5 to hit, reach 30/60 ft. The target and all creatures within 5ft must make a DC 13 Strength saving throw; on a successful save they are knocked prone, on a failed save they are knocked prone and restrained. The target is restrained by webbing, as an action, the restrained target can make a DC 13 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).