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Table of Contents
                            Bounty in the Bog
	Adventure Code: DDEX2-7
The D&D Adventurers League
Preparing the Adventure
Before Play at the Table
Adjusting the Adventure
Dungeon Mastering the Adventure
	Downtime and Lifestyle
	Spellcasting Services
	Character Disease,  Death, and Recovery
		Disease, Poison, and Other Debilitating Effects
Adventure Background
Adventure Hooks
Part 1: Hazards on the Road
	Hearing the Offer
		Anghara’s Caravan
	The North Road
		General Features
		The Bandit’s Camp
		XP Award
Part 2: Foreboding Forest
	General Features
	Unhappy Lizardfolk
	Giant Wasps
		XP Award
Part 3: Subterranean Surprise
	Entering the Grotto
		General Features
	Situation Muddy
	The Cavern
		General Features
		Examining the Stone
		Ring of Water Walking
		Potion of Healing
		Spell Scroll: Comprehend Languages
		Spell Scroll: Silence
		Spell Scroll: Remove Curse
	DM Rewards
Appendix: Monster/NPC Statistics
	Bandit Mage
	Giant Wasp
	Violet Fungus
	Mud Mephit
	Black Earth Guard
	Sacred Stone Monk
	Giant Badger
	Gray Ooze
	Intellect Devourer
Map 1: North Road Skirmish
Map 2: Cavern
DM Appendix: NPC Summary
Document Text Contents
Page 1

Not for resale. Permission granted to print or photocopy this document for personal use only.

Bounty in the Bog
The Soldiery has grown weary of dealing with a particularly nettlesome band of miscreants who have holed up in the
Flooded Forest to the south. And so, you have been called upon to quell their activities so that trade along the North Road
can resume unmolested. However, in so doing, the truth behind their activities reveal that much more than simple banditry
is at hand. Will you be able to stop it? An adventure for 5th-10th level characters.

Adventure Code: DDEX2-7


Adventure Design: Ken Hart
Development and Editing: Claire Hoffman, Chris Tulach, Travis Woodall
D&D Organized Play: Chris Tulach
D&D R&D Player Experience: Greg Bilsland
D&D Adventurers League Wizards Team: Greg Bilsland, Chris Lindsay, Shelly Mazzanoble, Chris Tulach
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick

Debut: April 10, 2015

Release: May 1, 2015

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, D&D Encounters, D&D Expeditions, D&D Epics, 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.

©2015 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800

Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Page 2

Bounty in the Bog
Not for resale. Permission granted to print or photocopy this document for personal use only. 2

Welcome to Bounty in the Bog, a D&D ExpeditionsTM
adventure, part of the official D&D Adventurers LeagueTM
organized play system and the Elemental EvilTM storyline
This adventure is designed for three to seven 1st-4th
level characters, and is optimized for five 3rd-level
characters. Characters outside this level range cannot
participate in this adventure. A player with an ineligible
character can create a new 1st-level character or use a
pregenerated character.
The adventure is set in the Moonsea region of the
Forgotten Realms, in and around the city of Mulmaster
and the Flooded Forest to the south of the city.

The D&D Adventurers
This adventure is official for D&D Adventurers League
play. The D&D Adventurers League is the official
organized play system for DUNGEONS & DRAGONS®.
Players can create characters and participate in any
adventure allowed as a part of the D&D Adventurers
League. As they adventure, players track their characters’
experience, treasure, and other rewards, and can take
those characters through other adventures that will
continue their story.
D&D Adventurers League play is broken up into
storyline seasons. When players create characters, they
attach those characters to a storyline season, which
determines what rules they’re allowed to use to create
and advance their characters. Players can continue to
play their characters after the storyline season has
finished, possibly participating in a second or third
storyline with those same characters. A character’s level
is the only limitation for adventure play. A player cannot
use a character of a level higher or lower than the level
range of a D&D Adventurers League adventure.
If you’re running this adventure as a part of a store
event or at certain conventions, you’ll need a DCI number.
This number is your official Wizards of the Coast
organized play identifier. If you don’t have a number, you
can obtain one at a store event. Check with your organizer
for details.
For more information on playing, running games as a
Dungeon Master, and organizing games for the D&D
Adventurers League, please visit the D&D Adventurers
League home.

Preparing the Adventure
Before you show up to Dungeon Master this adventure for
a group of players, you should do the following to prepare.

• Make sure to have a copy of the most current version

of the D&D basic rules or the Player’s HandbookTM.
• Read through the adventure, taking notes of anything

you’d like to highlight or remind yourself while
running the adventure, such as a way you’d like to
portray an NPC or a tactic you’d like to use in a

• Get familiar with the monster statistics in the

• Gather together any resources you’d like to use to aid
you in Dungeon Mastering, such as notecards, a DM
screen, miniatures, battlemaps, etc.

• If you know the composition of the group beforehand,
you can make adjustments as noted throughout the

Before Play at the Table
Ask the players to provide you with relevant character
information. This includes:

• Character name and level
• Character race and class
• Passive Wisdom (Perception)—the most common

passive ability check
• Anything notable as specified by the adventure (such

as backgrounds, traits, flaws, and so on)

Players that have characters outside the adventure’s level
range cannot participate in the adventure with those
characters. Players can play an adventure they previously
played or ran as a Dungeon Master, but not with the same
character (if applicable).
Ensure that each player has an official adventure
logsheet for his or her character (if not, get one from the
organizer). The player will fill out the adventure name,
session number, date, and your name and DCI number. In
addition, the player also fills in the starting values for XP,
gold, downtime, renown, and number of permanent magic
items. He or she will fill in the other values and write
notes at the conclusion of the session. Each player is
responsible for maintaining an accurate logsheet.
If you have time, you can do a quick scan of a player’s
character sheet to ensure that nothing looks out of order.
If you see magic items of very high rarities or strange

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The Adventurers Attack. The four lizardfolk warriors
defend themselves. Determine surprise as usual.
Should a character be reduced to 0 hit points, the
lizardfolk batter them into unconsciousness. The
lizardfolk bind them and take them to their camp nearby
to learn more about them. Eventually, they release the
characters under threat of death if they should attack
The Adventurer's Parlay. Unless one of the characters
speak Draconic or have magical means to translate,
discussion with the lizardfolk is difficult, to say the least.
Adventurers may need to resort to dramatic gestures,
pantomime, or crudely drawn pictures in the mud in order
to get their point across. While rolling is not necessary for
simple things, the lizardfolk and characters may need to
make Wisdom (Insight) checks in order to decipher more
complicated ones. Particularly entertaining and clever
attempts at communicating should be rewarded.
If anyone in the party can converse in Draconic, things
become much more straightforward. The lizardfolk know
nothing of the North Road attacks, but do express their
concern about the activities within the grotto. They reveal
that four people are inside the grotto right now. Many
humanoids look the same to most lizardfolk, so the
lizardfolk can’t be more specific than that, although they
reveal that one of them—most likely the leader—seems
Even if the adventurers make peace with the lizardfolk,
they adamantly refuse to join them in investigating the
grotto. They are beyond the tribe’s border and do not risk
a greater conflict. He does, however, warn the
adventurers of the giant wasp nest on the approach to the
grotto. He and the warriors will wait here for the
adventurers’ return so that he can report to their tribe.

Giant Wasps

After the adventurers have spent about two more hours
trudging through increasingly swampy terrain, the
charaters come upon an elemental node.

You continue to follow the path—and the muddy trail left by the

wagon—into a wider area, letting in more natural light than

you’ve seen in a while. The trees here are taller and even more

misshapen than those at the fringe of the forest. If the gnarled

aerial roots slightly resembled gnarled, groping fingers before,

that feeling is unshakeable now. The bark is cracked and oddly

twisted in spots, exposing sap to hungry insects. It reminds you

of an open sore. The ground from this point on takes on a

distinctly darker tinge.

The grotto itself is an elemental node, and its energies
have affected sections of the surrounding terrain for
several miles. Anyone who succeeds at a DC 10
Intelligence (Nature) check knows that the trees’s
appearance is unnatural. A successful DC 15 Intelligence
(Nature) or Intelligence (Arcana) check suggests that wild
magic, necromancy, or extraplanar energy could be
causing this. Anyone in the Emerald Enclave faction who
succeeds on this check knows that extraplanar energy is
the cause.

The bark isn’t the only strange thing on one of the trees. Fifty

feet above you, nestled in the crook of a limb, is a large, gray,

adobe-like structure, almost like a crude hut, with large holes

riddling one side. A strange droning noise emerges from it,

increasing in intensity—and three giant winged insects zip out

of the holes and fly straight down toward you!

The three giant wasps ignore anyone who has applied the
pungent yellow paste from the bandits’ tent within the
past two hours, or shortly before the encounter with the
lizardfolk, assuming the adventurers haven’t recently
taken a long rest. Once combat starts, the wasps continue
to ignore such targets unless that adventurer decides to
attack a wasp.
As an action, a character can apply one dose of the
unguent to himself or another character.
If an adventurer is paralyzed by a giant wasp’s poison, a
wasp picks up that adventurer and flies back to the wasps’
nest. The wasps fight to the death.

Adjusting the Encounter
Here are some recommendations for adjusting this combat
encounters. These are not cumulative.
• Very weak or weak party: Remove one giant wasp
• Strong party: Add two giant wasps.
• Very strong party: Add four giant wasps

XP Award
If the adventurers were able to reach an understanding
with the lizardfolk and avoid conflict, award each
character 75 XP. If the characters avoid the encounter
with the wasp due to the application of the insect
repellent, award each character 50 XP.

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Not for resale. Permission granted to print or photocopy this document for personal use only. 14

Part 3: Subterranean
The adventurers follow the path to its terminus, the
entrance to a large grotto deep within the Flooded Forest.

Entering the Grotto

General Features
Once the adventurers enter the cave mouth, the following
features apply.
The Terrain. The floor, walls, and ceiling are a mix of
stone and mud, descending down. Rocks and small piles
of mud line the sides of the tunnel, and lumber supports
have been placed every 30 feet or so. The tunnel is about
15 feet wide and its average height is 10 feet.
Light. Dim for the first 30 feet, then dark for the next
120 feet. It gets dim again for the final 30 feet as the
tunnel opens into the chamber where Adera and the
cultists are working.
Sound. No sounds until the adventurers get about 50
feet from the tunnel’s end, at which point a DC 10
Wisdom (Perception) check reveals sounds of digging and
shouted commands echoing from up ahead.

The tracks in the dark earth lead you around a large, muddy bog.

The air, while no longer humid, now feels strangely thick

regardless, and your lungs are beginning to strain after your

long walk. A gentle breeze blows toward you from the west.

Near you, at the edges of the peat-covered bog, many purple

reeds with mushroom-shaped bulbs are poking through the


Finally, your trail ends at a rocky outcropping at the base of a

hill. There’s a wide cave-like opening in the rocks, flanked by

wheelbarrows, piles of stones, and broken pieces of shovels,

picks, and other tools.

The purple reeds are an aquatic version of two violet
fungi. The adventurers are safe as long as they don’t step
into the bog—otherwise the fungi attack.

Adjusting the Encounter
Here are some recommendations for adjusting this combat
encounters. These are not cumulative.
• Very weak or weak party: Remove one violet fungi
• Strong or very strong party: Add three violet fungi

Situation Muddy

Once the party has moved about 50 feet into the tunnel,
read the following text.

As you continue your gently sloping descent, you hear a tiny,

nasal voice echoing just ahead. The words are strange, but the

voice is a grumbling whine.

The tunnel eventually opens into an irregularly-shaped 40-foot

by 100-foot room. Piles of excavated dirt and pools of fetid bog

water are littered about the floor.

There are three mud mephits in this room. Only one of
them, however, can be seen thanks to the mephits's false
appearance ability. The mephits have been set to guard
the entrance to the grotto along with the gray ooze that is
10 feet in front of the group and is also unseen due to its
false appearance ability.
If the adventurers have darkvision or a light source,
they reveal more details of the mud mephit.

You see a strange little creature flapping a few feet in front of

you. It has a long, pointed ears and a nose to match, with

misshapen porous wings that don’t look capable of keeping it

aloft. The whole thing seems covered in mud.

The mud mephits have come through from the Plane of
Elemental Earth, and Adera (or, rather, the intellect
devourer) has persuaded them to guard the tunnel. The
mephit that the adventurers can see has been set tis
complaining that he’s the one who has to set the trap. The
language is Terran, and the mud mephit is complaining,
“Why does it have to be ME again? It’s not fair! I’ll kill
them if they keep it up!”
The mephits enjoy the idea of feeding trespassers to
either the giant badger below or the gray ooze. The mud
mephits attempt to keep the adventurers’ attention
focused on them (which they love), giving the unseen
mephits and ooze an opportunity to strike with advantage.
Once the hovering mephit is sure he’s been seen, he
spreads his arms wide and says in Terran, “I’m so glad
you’ve come here to die today. Can I have any treasure
you found today? You won’t need it.” As soon as any
adventurer takes another step toward him, piles of mud
on either side of the party reveal themselves to be mud
On the first round of combat, the mephits attempt to
use mud breath to make the adventurers easier prey for
the ooze, which barely even notices the mephits. The
mephits and ooze fight until they’re slain.

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Bounty in the Bog
Not for resale. Permission granted to print or photocopy this document for personal use only. 26

DM Appendix: NPC Summary
This section is provided to the Dungeon Master to help
keep track of the various NPCs present in the adventure.

Adera Moonfist (uh-DARE-uh). Human female, now
inhabited by an intellect devour commanded by the mind
flayer Vanqua. She/it is working with the Cult of Black
Earth because their interests currently align with Vanquo.

Anghara Hettix (ANG-harr-uh HETT-ix). Female gnome
caravan master and merchant. The characters are
assigned to accompany her on her journey south.

Captain Cideon Holke (SID-ee-uhn HOLE-k).
Charismatic, attractive young male human who hires the
characters to stop the bandits that are attacking caravans
on the North Road.

Dayra and Magroi Emberaxe (DAY-ruh & MAY-gree).
Dwarven sisters. Caravan guards who like to dice.

Roderunk and Fendlik Hettix (ROW-dur-uhnk &
FEND-lick HETT-ix). Twin male gnomes, cousins of
Anghara who share a keen appreciation for the finer
things in life, but not necessarily working to attain them


Page 27

Bounty in the Bog
Not for resale. Permission granted to print or photocopy this document for personal use only. 27

Results Code: April-May 2015
If you are DMing this adventure during the months of April or May 2015, please show your players this page. The QR code
below can be scanned, and will allow them to give feedback and results on the adventure to influence the storyline in the

If a player does not have a mobile device, please tell them to head to to enter their

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