Campaign Overview

Crown of the Swamp King

A vast swamp has fallen under the rule of a cruel crocodile monarch who claims the waters, roads, and settlements as tribute. Ferrymen vanish, villages pay in fish and gold, and strange drums echo from the marsh at night. The party is drawn into a local struggle over fear, survival, and the question of whether the swamp’s “king” is a beast, a curse, or something worse.

In Act I, the heroes uncover the king’s grip on the region, defend a threatened settlement, and push into the marsh toward the first signs of the ruler’s lair.

Player Handout

The swamp has a king.

For years, people along the mire’s edge have paid tribute to keep the waterways open. Recently, the tribute has grown harsher, and those who resist have vanished. Now a village elder, boat guide, or worried kin asks for help: find the missing, break the king’s grip, and survive the swamp long enough to learn what truly rules it.

Expect mud, heat, foul water, hidden paths, and enemies that strike from below. Not every danger in the swamp wears a crown.

Free Act I Preview
Levels 1 2 Sessions 2-3 sessions, 3-4 hours each

Crown of the Swamp King

Act I introduces the swamp, the frightened folk who live on its edges, and the crocodile king’s growing pressure on trade and travel. The party should feel the environment first: slick banks, bad footing, mud, fog, and the constant threat of something large moving beneath the water. Start with a missing-tribute problem, let the players choose between rescue, investigation, or defense, and end with their first direct evidence of the king’s agents and the route to his lair.

Adventure Hooks

Missing Tribute Boat

A tribute ferry carrying food and silver failed to return from the marsh. The local people can’t afford another loss and beg the party to find the boat before the crocodile king’s collectors do.

The Drowned Path

A half-sunken road to a trade outpost has become too dangerous to travel. The party is hired to reopen the route and learns the swamp itself is being patrolled by the king’s servants.

Act Structure

Act I: Tribute of the Mire

Recommended level: 1-2

The party enters a swamp ruled by fear and learns that the crocodile king’s control is enforced through tribute, patrols, and punishments. The act focuses on investigation, a local defense, and the first approach to the king’s marshhold.

Objectives

  • Investigate the missing tribute boat
  • Protect Reedbank Village from reprisals
  • Identify the hidden route to the crocodile king’s lair
  • Earn the trust of swamp locals

The Flooded Road In

Half-Sunken Trade Road

The road narrows into mud, reeds, and black water. Somewhere ahead, something large slides beneath the surface, and the swamp seems to listen to your footsteps.

Open with travel pressure and a sense of being watched. Introduce the king’s collectors through rumors, marks on trees, and abandoned tribute signs. Let the players choose whether to track, negotiate, or press onward.

Checks
  • Wisdom (Survival) DC 12 to follow safe ground
  • Intelligence (Investigation) DC 12 to identify tribute markers
  • Charisma (Persuasion) DC 11 to learn local rumors
Clues
  • The king controls the safest channels.
  • Tribute deliveries vanish before they reach the marshhold.
  • Someone is redirecting routes using marked reeds.
Transitions
  • Leads to the Sunken Tribute Boat encounter
  • Leads to Reedbank Village for aid or refuge

Broken Tribute

Blackwater Channel

A tribute skiff sits half-submerged among cypress roots. Its cargo is gone, but the route signs around it have been cut and replaced.

Run this as a mystery scene with a short combat or search challenge. The party should recover the route clue and realize the king’s system is organized. Reward clever navigation and careful searching.

Checks
  • Wisdom (Perception) DC 12 to spot hidden drag marks
  • Dexterity (Vehicles [water]) DC 12 to keep a canoe steady
  • Wisdom (Insight) DC 11 to judge whether survivors are lying
Clues
  • A partial map points toward the marshhold.
  • The tribute ledger names a recurring collection schedule.
  • A hidden compartment contains a crown-stamped token.
Transitions
  • Leads to clues about the villain’s route
  • Leads to the village defense scene

Raid at Reedbank

Reedbank Village

Lanterns swing in the wet air as drums beat from the reeds. Armed figures emerge from the fog, and the village braces for the punishment it has feared for weeks.

This is the emotional center of Act I. Make the villagers feel vulnerable but not helpless. The raid should test the party’s ability to protect civilians, hold terrain, and decide whether to chase fleeing attackers or save property and people.

Checks
  • Charisma (Intimidation) DC 12 to break enemy morale
  • Dexterity (Stealth) DC 11 to set an ambush
  • Wisdom (Medicine) DC 10 to stabilize the wounded
Clues
  • The raiders carry orders from the marshhold.
  • The king knows the party’s faces or names by the end of the raid.
  • A captured token reveals the next destination.
Transitions
  • Leads to the marshhold approach in later play
  • Ends Act I with the party having a clear enemy and route

Milestone: The party reaches level 2 after surviving the raid and securing the route to the crocodile king’s marshhold.

Villain Character Sheets

King Varkhos, the Mire Crown King Varkhos, the Mire Crown Completed

King Varkhos, the Mire Crown, rules the swamp like a patient catastrophe. He does not roar or brag. He speaks with the measured certainty o…

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Monsters & Enemies

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Villain Plans

King Varkhos, the Mire Crown Character Sheet

Central villain and crocodile tyrant of the swamp

Motivation

Varkhos wants to control every channel, tribute route, and settlement in the swamp so that all trade, fear, and survival depend on his permission. He believes the marsh is stronger than law and that only a ruthless ruler can keep it from chaos.

Personality

Slow, patient, and predatory. He speaks like a royal judge and a patient hunter at once, offering calm words before sudden violence. He never rushes; he lets others panic first.

Resources

  • Bands of human and monster collectors
  • Hidden canals and submerged supply routes
  • A flooded marshhold throne room
  • Fearful local informants
  • Captured tribute ledgers and route maps

Battle Plan

Varkhos prefers to weaken foes before facing them. He uses ambushes, hostage pressure, and terrain to isolate targets, then strikes from water or cover. If challenged directly, he fights near deep water and retreats to force pursuers into his advantage. He escalates by targeting villagers and allies, making every victory feel costly.

Defeat or Redemption

If defeated, his network of tribute collapses and the swamp settlements can begin to govern themselves. If spared or negotiated with, he may become a harsh but useful ally against a deeper threat in the marsh, though never a truly safe one.

Running Notes

Recommended party: 3-5 players

Session Zero

Confirm comfort with horror-adjacent swamp imagery, animal attacks, drowning risk, and tyrant themes. Use lines and veils for blood, captivity, and threats to villagers. Establish whether the table prefers heroic resistance, grim survival, or political intrigue. Make clear that crocodile violence is dangerous but not gratuitous, and that the campaign centers on freeing people from fear.

Scaling Guidance

For a smaller or newer party, remove one or two bandits from most fights and replace giant crocodile use with normal crocodiles. For a larger or optimized party, add a bandit captain to the roadside ambush or increase environmental hazards such as collapsing planks, deeper water, and fire smoke. Keep the crocodile king dangerous through terrain, timing, and fear rather than sheer monster count.

DM Advice

Keep the swamp active: insects, rain, fog, and shifting water should matter every session. Give clues in layers so the party can always move forward. Let the villain feel present through marks, collectors, and orders before a direct confrontation.

Secrets & Clues

  • The crocodile king’s tribute system is enforced by human collectors, not only beasts.
  • The missing tribute boat was redirected to hide a route to the marshhold.
  • At least one local official is secretly cooperating to protect their family.
  • The king’s strength comes from controlling the safest waterways, not from raw numbers alone.

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Encounters

Bog Patrol Ambush

Suggested Level: 1-2

The party is attacked on a narrow causeway by swamp guardians who know the terrain well and try to shove heroes into deep muck and water.

Creatures

Terrain Features

- Narrow raised causeway
- Deep water on both sides
- Slick mud that counts as difficult terrain
- Half-submerged logs for cover

Treasure

12 gp, a tarnished scale charm, and a waterproof map scrap.

DM Notes

Use the giant crocodile as the visible threat while bandits harry from cover. Reduce one bandit if the party is small or inexperienced.

The Sunken Tribute Boat

Suggested Level: 1-2

The party searches a partially submerged boat tied to roots, where frightened survivors, stolen goods, and an ambush site all overlap.

Creatures

Terrain Features

- Leaning cargo skiff
- Crates and hanging nets
- Knee-deep water inside the hull
- Rotting planks that can collapse

Treasure

A tribute ledger, 25 sp worth of trade goods, and a sealed note naming the king’s canal route.

DM Notes

This works best as a tense exploration encounter with a brief fight. The rats should feel like scavengers drawn to the aftermath, not the main danger.

Reedbank Defense

Suggested Level: 1-2

When collectors arrive at the village edge, the party helps defend barricades, canoes, and flooded walkways from a sudden strike intended to intimidate the locals.

Creatures

Terrain Features

- Wooden barricades
- Shallow flooded streets
- Canoes tied as floating cover
- Rooftop firing positions and dangling lanterns

Treasure

A captured collector’s signet, 35 gp, and a promise of safe passage from one nervous boatman.

DM Notes

For a smaller group, remove 2 bandits. If the party is strong, have the captains arrive separated, forcing the defense across two fronts.

Magic Items

Reedstep Boots Reedstep Boots Completed

Reedstep Boots

Uncommon
These waterlogged boots let the wearer move across shallow swamp water and slick mud without sinking. The boots leave faint lily-shaped ripples that fade after a minute.

Location

Act I, found in the Sunken Tribute Boat

Attunement

False

Crown of Silt Crown of Silt Completed

Crown of Silt

Uncommon
A narrow bronze circlet etched with crocodile teeth. While worn, it grants advantage on one Charisma check per day made to negotiate with swamp folk or intimidate collectors.

Location

Act I, taken from the Reedbank Siege captain

Attunement

True; attunement by a creature with Charisma 13 or higher

Lantern of Still Water Lantern of Still Water Completed

Lantern of Still Water

Rare
This hooded lantern dims nearby ripples and muffles splashing for a short time. It is prized by smugglers and guides traveling through the king’s hidden channels.

Location

Act I, hidden in the Blackwater Channel cache

Attunement

False

Player Characters

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