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Case of The Missing Marsh v2

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100% found this document useful (1 vote)
343 views12 pages

Case of The Missing Marsh v2

Uploaded by

talanjones2000
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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AWAITING COVER

Adventure Overview powerful variations. A secret entrance into


J TCM IP M GJV H G C J T is an adven- a fey world remained hidden underwater: a
ture optimized for four 5th-level characters and world unaffected by the flooding, protected
can be played as a stand-alone adventure or by ancient enchantment.
easily incorporated into a 5e campaign. 133 years ago, the Marsh family built a town
This adventure tasks the party with un- along the swamp, less than a mile from the
raveling a mystery in order to confront the sunken druid glade. They were undeterred by
powerful creature responsible for a swamp the dangerous waters, and simply dubbed the
town's recent disturbances. New discoveries town as the “Marsh Land." The family assumed
and old secrets await, as do dangers lurking in mayorship, and ruled with minimal governing,
the swamp and beyond! though they were wise enough to impose a
rule that forbade swimming in the dangerous
Adventure Background swamp waters. Over time, the small town
grew modestly, but remained a tight-knit and
WFGNCJSPMDT self-sufficient community that rarely sought
Many centuries ago, the location where this (or needed) contact with larger settlements.
adventure occurs was wild, lush land rich in Life was simple and enjoyable in their lush
primal magic. Druids settled here and lived microcosm. However, some six decades ago, the
in harmony with the land. However, a great peaceful town was beset by a terrible tragedy.
flood ravaged the area, and all but buried
the legacy of the druidic enclave. Since then, ETGVS CON JFGMT
the waters evolved into a swamp filled with Sixty years ago, the town was run by Marina
the remnants of old magic. This caused the Marsh. Her daughter, Melody, was a wildly
aquatic creatures living in the swamp to curious, young girl of 13 and had a penchant
sometimes transform into abnormal and for breaking rules One day, she sneaked off a

DWPIG CB
presents:

S V J P O GW T F
TJGC HV
MI P C T J
For more information on this adventure, the Greenwold, and
the rest of the Dungeon in a Box campaign, check out our site:

CR T IJVtrttDWPIG CBL
Writer: Beth " t he Bard" Stone. Editors: Chad Skiles & D a vid Crennen.
Cover art by D aniel Rosini.P r oofreading by Tavis D oucette.

Dungeon In A Box is not affiliated, endorsed, or sponsored by Wiz-


ards of the Coast® or Hasbro®. Dungeons & Dragons®, and D&D®
are registered trademarks of Wizards of the Coast®.

2
short distance from town, and went swimming
into the forbidden waters, managing to avoid Reading the Entries
any dangerous creatures. A curious glow This adventure references the three
caught her attention from the depths. Melody primary 5e sourcebooks–monster entries
ventured further, and discovered the entrance are found in the MM, spells and rules for
into the underwater clearing to the druid glade. players are in the BHP and game rules &
Inside, she inadvertently received powers from treasure are found in the GMD .
an altar. Immediately, her voice was imbued • sret noM are listed in dlob .
with a variety of spell-like abilities (see gnoS • sl epS are listed in italics.
fo e ht sraM y uF sidebar) which she could
• srabediS like this, provide optional rules
not control. In time, she would evolve into a
and supplemental adventure information.
uryMashF (see pg. 10).
Melody swam back to the surface and kept
her excursion secret, even as she struggled to
keep her newfound abilities under control. The Marsh Fury's Song
One day, during a confrontation just outside of Once per day, Melody can sing a powerful
town, Melody turned her own mother to stone, song, which is strongest at night, and loud
unable to contain the power of her song. Hor- enough to be heard despite being muffled
rified by what she had done, Melody fled back through the water. When a humanoid crea-
into the sunken glade. ture hears the song, they must succeed on
Morin, Melody’s father, witnessed the event, a DC 15 Constitution saving throw or be
and believed his daughter had been possessed cursed with lycanthropy, which functions
or otherwise corrupted by some monstrous as follows:
force. A scout was dispatched to pursue Mel- • Cursed creatures will transform after
ody; they discovered the aquatic entrance, nightfall into grotesque, watery creatures
but refused to embark into the unknown. In a called klofpmaws (see sidebar, pg. 7).
decision fueled by anger and heartache, Morin They are charmed while in this state.
harnessed the power of an ancient druidic ring During daytime, the sun hinders the curse,
transforming the afflicted creature back to
to magically imprison Melody in the underwa-
their original form with no memory of their
ter glade (see Ring of Natu5s
re B i n d g , pg. nighttime activities. Even then, some will
5). In the many years of solitude that followed, experience excessive thirst, dry and itchy
Melody's transformation would intensify, and skin, and aquatic features, like gills and
her powers would grow stronger. scales.
Morin kept the truth of what transpired a Additionally, the song's curse has caused
secret, and Melody was presumed to have dis- the following effects on the environment:
appeared along with her mother. A small shrine • The waters of the swamp are rising each day
was built around Marina’s petrified body. The in response to the song. It has already began
statue was said to have been sculpted in memo- to cause some flooding in the town.
riam weeks after Marina failed to turn up, but • The swamp creatures have grown, morphed,
in truth, the statue is her actual body turned to and become unnaturally aggressive.
stone by her daughter’s unstable magic.

XGPVER
The Marsh Fury has attained a new level of to lure a member of the Marsh bloodline to free
power due to current lunar and tidal conditions, her. But ill-fortune struck again for Melody; the
combined with her perennial practicing. Her one person who could free her, Meredith, the
song can now reach the Marsh Land. Having current mayor and Morin's granddaughter, was
deciphered the condition needed to free herself not present to hear (and thus be affected by)
(see eakingursthCB , pg. 5), Melody aims the Marsh Fury's tune.

3
XGPVWTHMAF Meredith is shocked and reiterates that,
Last night,h s r a M h t i d e r M (neutral good half- when she left last night to seek the party’s
elfe l b o n )returned home to Marsh Land from a help, the town was completely abandoned. A
trip to a distant neighboring town on business, DC 12 Wisdom (Insight) check discerns that
as she often does to negotiate trade agreements Meredith is genuine in her bewilderment over
and acquire resources that are difficult for the the sudden reappearance of the townsfolk.
humble swamp town to attain. She found the Soon, Meredith beckons the party to ac-
townsfolk had completely vanished, including company her back to the mayoral residence,
her partner Lochlynn! Unbeknownst to her, as she looks upon the townsfolk in disbelief.
they were all lured to the sunken glade under Once they arrive, she and the party discover
the Marsh Fury's command. that Meredith’s wife,n ylhcoL , is still missing.
Meredith left at once to seek out the party in A moment later, there’s a knock at her door.
a nearby town, promising a reward in exchange Some townsfolk are there to inform the mayor
for helping her locate the missing townsfolk. that a few others are missing too (see sidebar).
If the party inquires about the missing
An Unexpected Greeting persons entering the swamp, Meredith ex-
plains that nobody would willingly enter the
dangerous waters due to the swamp creatures
The party begins on the final stretch of travel, known to lurk deep below. Most villagers don’t
alongside Meredith. When the party reaches even know how to swim, she adds.
the town, read the following aloud: She implores the party to sort out this
You trudge through the final leg of your journey mysterious happening and find Lochlynn and
through the wet ground alongside Meredith, whose the other missing villagers. In return, Meredith
worry is as palpable as the humid air. Thick fog offers to reward the party with a Marsh family
crawls gently across the swampland. The sun has heirloom: the swampsnake venom crossbow
just risen above the tall grass and trees, reflecting (see sidebar, pg.9).
off the rooftops of the humble town ahead. As you While the party looks into the matter, Mere-
approach, you hear voices talking and laughing. dith plans to round up town volunteers to form
Then, you are surprised to see the townsfolk a search party, and busies herself in her cabin
milling about as normal. “G’day, Mayor!” exclaims with drawing planned routes.
a fisherman from the docks.
Investigating the Town
Where Have They Gone?
In truth, those missing have been affected Characters may take this time to explore the
too strongly by the Marsh Fury’s song, due town and search for the missing villagers. If
to their closer proximity than the others. the party chooses to question the townsfolk,
Their lycanthropy has advanced further refer to thelaicoS section below. If they choose
than most of the village. Melody has lured to explore one of the town’s locations, refer to
them to the sunken druid glade. thenoitarolpxE section (pg. 6). Their starting
ThoseMing (all are omnersc ): location is thenibaC s royaM .
• Jeryn. An old fisherman.
• Silak. An aspiring alchemist SECN
• Eval. A stoic dockworker. The villagers act as if nothing is out of the or-
• Peevri. An eccentric taxidermist. dinary (aside from acknowledging that some
• Lola. A jolly baker. of their neighbors have vanished). They don’t
• Lochlynn. The mayor's partner. remember anything from the previous night.

4
The following information is easily discov-
ered by speaking with villagers. The Ring of Nature’s Binding
Ring, legendary, requires attunement
• The Marsh Family has run this town for several This ring of otherworldly metal was
generations. forged by the ancient Elven justicars: high
• Fishermen’s tales insist a great war was fought judges of the druid rulers of ages past.
here in ancient times, between Elves and some When someone inflicted severe harm onto
dark evil. These stories were spun from years the natural world or its innocent beings,
of the townsfolk finding rare artifacts of Elven the justicars would use the power of these
make in and around the swamp. Rumor has
it there’s a mystical entrance into a fey world
rings to trap the abusers into magical
somewhere in the water, but no one has ever imprisonment. Complex rituals, now lost
confirmed it. to history, were needed to add more spell
charges to the ring; therefore, any found
• Some believe there is a curse on these
lands ever since Marina and Melody Marsh today only have a 10% chance to contain
disappeared several decades ago. The one last use. This specific ring does not.
circumstances of their vanishing never Once attuned to this ring, the creature
sat well with those who were alive during is bonded with it for the remainder of its
that time. If pressed, one older villager will mortal life. There is no way to separate the
admit that they noticed a distinct change in ring from the creature, save removing the
Morin, Melody’s father and Marina’s husband,
following their disappearance.
finger on which it is worn. The ring can be
used to cast the imprisonment spell, not
• There is a shrine with a statue honoring requiring any material components. It has
Marina just outside of town. Most villagers
feel an eerie presence there, and tend to
the following additional magical restraint:
avoid it. • Bound. The creature targeted becomes
trapped in their current location, provided
• Those still missing (see W h e r H ave T h ey it is within an enclosed area up to 100 ft. x
Goneº pg. 4) were all last seen venturing into 100 ft. Any and all doors and other potential
the wilds for one reason or another: fishing, exits are magically sealed by a faint wall of
harvesting plants, etc. hazy blue energy. Other creatures may enter
and leave the space normally.
While speaking with the residents, a
DC 10 Wisdom (Insight) check reveals that Once the ring is used to cast the spell, it be-
some of them are acting strangely: drinking comes a non-magical ring worth 1,000 gp.
excessive amounts of water and scratching
at their skin. Some have grown barely-visi-
ble gills on their necks and scales on their
skin. If confronted about this, the villagers
are apprehensive to talk about it, fearful it
could be a curse that will only worsen. They
Breaking the Curse
When Morin Marsh used the ring of
express their genuine worry and confusion
nature’s binding to imprison Melody, he
over their conditions.
set a condition that would allow her to
If a character makes an effort to earn an
be released: when he or one of his blood-
afflicted villager’s trust and succeeds on a DC
line commands that she be released. The
12 Charisma (Persuasion) check, they will
Marsh Fury has used her magical knowl-
reveal more information. They describe hazy
edge to decipher the condition, and is
visions in which they were swimming, all the
now using the power of her song to lure
while accompanied by a song. The dream
someone whose bloodline fulfills the con-
ends with a monstrous creature letting out
dition to free her.
an angry scream. If the party mentions this
dream to other townsfolk, they quickly dis-

5
cern that all of the townsfolk had the exact
same dream.
Solving the Case In truth, this “dream” is a fragmented mem-
Unraveling the truth of the townsfolk ory of what transpired last evening. Melody
lycanthropy curse is the first step in un- tried to lure as much of the town as possible
derstanding the core mystery. In order to to her imprisoned glade, hoping that Meredith,
see the full picture, the party will need to in particular, would be there, but she was not.
piece together the hidden history of the This is what caused her angry response.
Marsh family. The party can learn of Morin If the party confronts the townsfolk directly
Marsh's imprisonment of his daughter by about their lycanthropy (after a discovery from
finding his journal in the sroyaMnibC thenoigeR niduorS Exploration encoun-
(see pg. 6). If the party examines the statue ter, pg. 7, for example), the townsfolk will reveal
of Marina, they may discover the truth of all of this information automatically.
how it was created. They can also discover
the ring Morin used to imprison Melody VP TCNER
placed onto the statue’s finger (also men- The following are sites of interest that the
tioned in the journal). By the end, the party characters can explore in any order.
will understand that Meredith (due to her
bloodline) is the key needed to open the TCDP JGMT
sunken druid glade. By the time the party A cursory glance around the cabin notices
would confront her with this discovery, nothing amiss or suspicious. If a character suc-
the marsh fury dispatches an attack on the ceeds on a DC 15 Intelligence (Investigation)
Marsh Land (see ury5sF ainefrR , pg. 7). check, they locate a soaked journal hidden
under a loose floorboard. The pages cannot
be turned until the book is dried. Any of the
following spells can be used to make the jour-
nal legible again: mending, prestidigitation, or
control water. If players are able to read the
Stumped? water-damaged journal, give them thes n i r o M
With any mystery story, there is a chance
alJourn handout found in your Digital Dun-
the party will be stumped on what to do
geon.
next in order to learn critical information.
Meredith is genuinely shocked to see the
The GM is encouraged to use the towns-
journal if the party presents it to her, and hon-
folk as helpful NPCs who can offer hints.
estly did not know it was hidden there all of
Alternatively, the GM can have time pass
these years.
into the evening. At night, Melody’s song is
If Meredith is confronted about Morin,
at its peak power. The song can be heard
she explains that her great-grandfather was
in the entire town, targeting everyone
a quiet and humorless man whom she always
in Marsh Land, including the party. Each
found cold and intimidating. If asked about
character must save against the lycanthro-
Melody and Marina’s disappearance, she ex-
py (see sidebar, pg. 3). On a failure, they
plains that it was a terrible tragedy and does
experience memory loss, and awaken 1
not wish to speak of it. She goes on to say that
hour later to find themselves showing lin-
it is difficult for her to make regular visits to
gering physical signs of the curse - along
enirhS s aniraM (see pg. 7), given the sadness
with the entire town missing. However,
it evokes in her.
a trail leading to the druid glade can be
easily followed.
COR JGST
If the party ventures into the swamp waters
near the town, they are attacked by three

6
selidoc rc . If they are freely able to explore the The following spells can be used to interact
swamp’s depths, they may roll on the tneic A with the statue further.
erusa T nevlE table included in your Digital • If detect magic is used on the statue, it gives off
Dungeon resources (and in the Keys of Wonder a strong aura of transmutation.
lore supplement for this adventure). • The speak with dead spell can be used to cause
the statue’s stone mouth to animate and speak,
IPHMGFWORST but does not cure the statue of petrification. A
If the party searches for signs of the missing saddened mother can recount the story of what
villagers in the wilds, they will soon be am- happened. Refer totnemaL s niraM in your
Digital Dungeon resources.
bushed by two feral swampfolk and a giant
eorsnaktic . • The greater restoration and stoneshape spells
The swampfolk revert back to human are beyond the party’s assumed abilities at
their level. However, through the use of a scroll
form once reduced to 0 HP or fewer. The GM
or magic item, they may be able to use it to free
may choose to make them any of the missing Marina of her petrification altogether using
villagers (see GoneºyTh v HaeWhr pg. 4) either spell.
except for Lochlynn.
A DC 14 Intelligence (Nature or Religion) RGHTCPFIWJ
check made to examine the either the ampws When the party is ready to bring Meredith to
klof or transformed villagers discerns that they the sunken glade, the following combat encoun-
are afflicted with some type of lycanthropic ter is triggered in town before they set off. Use
curse. the town docks map and Skinny Minis included
in your box to stage the encounter!
SJTPG CM An echoing shriek fills the air. Suddenly, cries
The party may learn of this location by speak- of panic can be heard from the docks! Fish-like
ing with Meredith or the other townsfolk. When humanoids are attacking the town! Meredith is
they arrive, read the following aloud: cornered by a pair of the creatures as they try
Ankle-deep swamp water leads to a small to restrain her. Another pair turn their gazes
clearing. An ivy-wrapped stone gazebo covers toward you, poised to attack!
a statue of a woman. The Marsh Fury has dispatched the
swampfolk (some of the cursed missing vil-
The following skill checks can be made lagers, except Lochlynn) to kidnap Meredith,
while examining the statue to reveal more and bring her back to the sunken glade. The
information. rest of the innocent townsfolk flee inside their
• DCsuInteligcHvsao - The pose homes, taking shelter.
is an odd one for a sculpture; the expression
looks a bit surprised. If the check succeeds
with a result of 18 or higher, it reveals that
a ring worn on the statue's finger is not Swampfolk
embedded in the sculpture and may be slipped When the villagers are in their swampfolk
off. It is the ring of nature's binding (see pg. 5).
form, they use the stats of worem (MM,
Casting the identify or detect magic spell can
discern the power the ring once had. Having pg. 219) with the following changes: re-
been used, it is nonmagical. move the harpoon action, and reduce their
hit points to 25. Reducing a swampfolk to 0
• sCD Ilauvi ruS o erutaNH modsiW - this
would have been a difficult environment for a HP or fewer, or casting a lesser restoration
sculptor to craft this piece. It also looks quite spell, causes the creature to revert to their
heavy and unwieldy to move. original form at half their maximum hit
• sCD Ian crAHtecn gil etnI - There is a points. Only a greater restoration spell can
presence of magic within the statue. permanently remove the curse.

7
As the party tries to intervene, three eniv nature from thee i b m o z description page (MM,
sthgilb animate from flora affixed to the under- pg. 315).
side of the docks and attack immediately, trying If the party defeats the swarm, a bubbling
to ensnare them. Twoklofpmaws also engage liquid is leftover to be harvested. If the party
the party and try to push them into the water, collects it, they secure 1d6 doses of nixot na
where three c r o c d i l e s have their actions (PHB, pg. 151).
readied: to immediately charge and attack any Meredith (a elbon ) defends herself with a
non-aquatic creature that enters the water. Any longsword, as twoklofpmaws corner her. Any
crocodiles defeated before this encounter are swampfolk that are defeated revert back to any
not present. of the remaining missing villagers (see eWhr
Between the party and the endangered GoneºyTh v Ha pg. 4), aside from Lochylnn,
mayor is asgorf dae nu fo mraws . It uses the who is still at the enGladSuk .
s r e p i u qf om r a w s (MM, pg. 338) stat block.
Replace the water breathing trait with the JGSWPMNCFT
amphibious and standing leap traits from the The party has deduced that something "mon-
frog stat block (PHB, pg. 305) and the undead strous" is imprisoned in the sunken druid glade,
and that Meredith holds the key to unlocking it
so that the entity can be confronted. Further-
more, Meredith insists on joining the party so
that she can save her still-missing partner. The
Wondrous Add-On
GM may elect to have her be armed with the
If you purchased the XL Fey Crocodile
swampsnake venom crossbow (pg. 9).
Skinny Mini for your box, incorporate it
When the party arrives at the site of the
into the swamp encounter as follows:
sunken glade, read the following aloud:
• After one of theselidoc r is defeated, the
Marsh Fury lets out a visceral magical shout You rush along the wet ground, following
from the depths, transforming the creature the edge of the swamp to the location of the
into aelidoc r yef tnaig . secret druid glade. A fair-haired, female
• The fey crocodile uses the stat block of a
humanoid stands atop a small rock protruding
elidoc r with the following changes: from the murkish water. She looks partially-
transformed. “She only wants to be freed,” the
• Its size is Gargantuan
woman drones. "Hear her plea." She then dives
• Its Strength score is increased to 25 (+7) down and disappears beneath the waters.
• Hit Points: 115
• It has the Magic Resistance trait: The The creature is Lochlynn (a comner ),
creature has advantage on saving throws struggling to fight back against her lycanthro-
against spells and other magical effects py. She is only partially-transformed, but the
• It has the following trait: Spell Reflection. Marsh Fury’s song still holds sway in her mind.
If the crocodile makes a successful saving She has been commanded to enter the sunken
throw against a spell, or a spell misses it, glade.
the crocodile can choose another creature
within 30 feet of it that it can see. The VEJG ADHWN
spell affects the chosen creature instead After the party pursues Lochlynn, they find
of the fey crocodile.
that they can enter the magically-sealed glade
• Its reach is 15 ft. and deals an additional (see Bound condition in sidebar, pg. 5). Read
2d10 to all damage rolls. the following aloud:
• While a creature begins its turn grappled As you pass through a magical barrier
in its bite, the creature takes 6 (1d10) underwater, you find yourselves stepping onto
force damage. solid ground. The water remains stopped behind
you. You are now in a fey landscape rich in

8
color and permeated by dewlike aroma. You’re back to her original form, the entire party gains
greeted by a large snake uncoiling itself, hissing inspiration.
at you, but not attacking - for now. Atop some
rocks before you, Lochlynn stands next to a I CFNVGHD BWTF
creature with gray-blue flesh. Damp, dark hair Use the sunken glade map included in your box
hangs over her face, but not enough to conceal to stage this encounter.
glaring, red eyes. Aekans rotcir snoc tnaig interposes itself
between the party and the Marsh Fuy (see
Lochlynn is held captive by the Marsh Fury pg. 10), who begins atop the primal altar. The
near the primal altar. The Fury says that they Marsh Fury will fight to the death, and is willing
can save her, and themselves. She demands to slay everyone but Meredith. She still holds
to be finally set free, that Meredith rectify out hope that she may subdue her, and either
the sins of her kin. If freed, the Marsh Fury convince her or force her to break the curse.
promises not to harm or curse anyone else. Primal Altar. All evocation, enchantment,
The Marsh Fury has learned that Lochlynn and conjuration spells cast within 10 ft. of the
is important to Meredith, and uses her now altar function as if the were cast at one spell
as leverage. If her demand is not met, the slot level higher than the slot used to cast it.
Marsh Fury threatens to transform Lochlynn If the party defeats the Marsh Fury, proceed
completely and force her to attack the party to thedeta feD yruF aftermath section.
as her minion. She also promises to ravage
the Marsh Land with flooding and attacks by
beasts under her command. Swampsnake Venom
Meredith can be swayed by the party’s Crossbow
words. If they agree that Melody should be
freed, then Meredith will utter the command to +2 magical heavy crossbow (rare)
end the imprisonment spell. If she does, refer to This magical, heavy crossbow is decorated
thed e r F y r u F section (seehtamre tfA , pg. 11). in dried snakeskin and has a vial mounted
Alternatively, the party may elect to slay the to the foregrip. A petrified snake serves as
Marsh Fury, and ensure that she cannot cause a tube that runs from the vial to the bow’s
any more harm. Given the threats the Marsh loading catch, where it can automatically
Fury made against the town, simply walking apply poison to ammunition as it fires. On
away will certainly doom Marsh Land. each hit, the crossbow deals an additional
If the party elects to fight the Marsh Fury, 1d6 poison damage.
she curses them and transforms Lochlynn
The weapon currently has 5 charges and
into a full s wa m p f o l k using the M a r s h Fu
can hold a maximum of 10. The wielder
ry5s Song (see pg. 3) song prior to initiative.
may use their bonus action to expend one
Lochlynn was already struggling to resist the
of the crossbow’s charges. Upon doing so,
full enchantment of the song and fails the save
the loaded bolt is infused with poison. A
automatically. The party must save against the
creature hit with the bolt takes an addition-
song as well.
al 2d6 poison damage and must succeed
On a failure, the player characters acquire
on a DC 15 Constitution saving throw or be
the curse but do not immediately transform,
poisoned for 1 minute. Once the last charge
since night has not yet fallen and they have not
is spent, the crossbow can no longer deal
had prolonged exposure to the tune.
poison damage until a creature succeeds on
Proceed to the F u r y B a t l e encounter.
a DC 13 Wisdom (Nature or Survival) check
Meredith will join the party in the fight if she
to load the vial with a new poison, restoring
is able, but will refuse to attack Lochlynn, even
1d6+4 charges.
in herklofpma ws form. If Lochlynn is reverted

9
MCT JFW
Medium Undead Fey, chaotic evil

ArmoClasª 17 (Natural Armor) on ceilings, without needing to make an


ability check.
ointsªHP 76 (9d8+36)
Innate Spellcasting. The Marsh Fury’s
Spedª 30 ft., swim 40 ft. innate spellcasting ability is Charisma
(spell save DC 16, +6 to hit with
RT S DEX NO C spell attacks). It can innately cast the
12 (+1) 22(+6) 18 (+4) following spells, requiring no material
components:
INT WIS CHA
At-will: command, misty step, bane,
10 (0) 14(+2) 17(+3) thaumaturgy
2/day each: bestow curse, flesh to stone
sªwovingThrSa DEX +9, CON +7 1/day each: control water, create food
DamgeIunitsª Cold, and water, marsh fury's song (see pg. 3)
Poison
EVPA
eªsitancDmgR Necrotic,
Fire Multiattack. The marsh fury makes two
abiltesªunr DmgV Radiant, claw and one bite attack.
Lightning Claws. Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 11 (2d4+ 6)
ImunitesªodC Paralyzed, slashing damage.
Poisoned, Charmed, Frightened Bite. Melee Weapon Attack: +9 to hit,
Sensª Darkvision 120 ft., Passive reach 5 ft., one target. Hit: 10 (1d8+ 6)
Perception 12 piercing damage plus 7 (2d6) poison
anguesªL Aquan, Sylvan, damage and the target must succeed on
Common a DC 12 Constitution saving throw or
gain 1 level of exhaustion.
halengªC 8
Fey Song (Recharge 6). The marsh fury
targets a creature within 60 ft. They
Amphibious. The marsh fury can breathe must succeed on a DC 16 Wisdom
air and water. saving throw. On a failure, the creature
Regeneration. The marsh fury regains 10 takes 7 (2d6) psychic damage, and
hit points at the start of each of its turns then must immediately move as close
if it has at least 1 hit point. If the marsh to the marsh fury as possible, or as far
fury takes radiant or lightning damage, away from her as possible, chosen by
this trait doesn’t function until the start the Marsh Fury. If the creature ends its
of the marsh fury’s next turn. turn within 5 ft. of the marsh fury, she
Undead Fortitude. If damage reduces immediately makes a Bite attack with
the marsh fury to 0 hit points, it must advantage. On a successful save, the
make a Constitution saving throw with target takes half the psychic damage
a DC of 5 + the damage taken, unless the and suffers no additional effect. A
damage is radiant, lightning, or from a deafened creature automatically
critical hit. On a success, the marsh fury succeeds on the save. A creature
drops to 1 hit point instead. affected by the marsh fury's song
Spider Climb. The marsh fury can climb automatically fails this save.
difficult surfaces, including upside down

sr
townsfolk, and only use her abilities to protect
VJ AHGTOC the Marsh Land in future days.

TGF W VGF CDHWTF


If the party chose to free the Melody from her With the Marsh Fury slain, the threat to the
imprisonment, she cries tears of joy when she Marsh Land is also removed, and the lycan-
finally leaves the glade. True to her word, she thropy curse on the villagers is permanently re-
does not attack the party. She begs that they moved (as is the case for the player characters
allow her to return to the statue of her mother, if they were cursed as well). In the coming days,
Marina, where she can mourn and beg forgive- the environment and its creatures will return to
ness. less-volatile conditions. The town regards the
The townsfolk of Marsh Land are shocked to party as heroes, but lament the tragic tale of
learn the truth of Melody's story. Although they Melody Marsh for many years to come.
remain cursed with lycanthropy, they show In either ending scenario, Meredith makes
mercy toward the Marsh Fury, and resolve to good on her promise, and rewards the party
live at peace with their condition. In return, The with the swampsnake venom crossbow (see pg.
Marsh Fury vows to not control the minds of the 9).

C = Crocodiles S = Swampfolk U= Undead Frog Swarm


V =Vine Blight M=Meredith

Higher or Lower Level?


If this adventure is being played by a party of player characters of higher or lower experience
level, refer to the difficulty adjustment guide available at our website.

ss
The Case of Prepare to take your table
the Missing into this wondrous one-shot!
Marsh

ampsÆ
wAonghute but why?

• Your party is tasked with investigating the sudden vanishing of


all residents of a swamp town. But soon, an even deeper mystery
begins to surface. Will the party be able to bring the truth forth
from the depths, or fall victim to a cursed tune?
• This Wondrous One-shot is intended to be played as a stand-alone
adventure, compatible with 5e.
• Use the adventure maps for the town docks and sunken druid
glade to run the adventure presented in this one-shot!

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