An appetiser one shot that explores a swampy location for fantasy tabletop adventure games. Search and recover quest - Suggested for a party of 2-4 level one adventurers.
You’ve stumbled upon a slightly muddy letter, yet surprisingly still intact. the front, initials C.D.W. The back has been sealed with wax; a symbol of a duck and crown.
You immediately know this seal. It is Count Duckworth. There has been rumours about these letters, that offer those who partake, a generous amount of gold and items. The only problem is there is little detail to the task.
The letter reads as follows: Dear Adventurers, you may not know me, but I know you. I am Count Duckworth.
The end.
On the other side of the letter there is symbols split into four squadrons: - A nest with a musical note - A stone frog - A goblet with an eye - 5 Dots.
You are here, inside the the edge of the swamp lands, and the grass fields. Nothing special, some butterflies doing their thing - swamp smells like damp horse socks. there is also flies doing their thing.
Tall sunken gum trees, swamp water is knee deep. A golden bell bell is hidden in one of the trees. 2d6 Swarm of angry swamp crows attack for every tree they search that you roll lower than 4 on a d6. Once retrieved and rung. A large monument rises from the middle of the swamp, with twisted trucks and branches, weaved together to resembles a giant frog - it opens its mouth.
A isolated small swamp island, different foliage here, more tropical and strange. Mangoes, papayas, avocados, bananas, pineapples grown in these parts, but there is a patch on the far South East of the island. thicker foliage, once inspected uncovers Mushrooms! 5 to be exact, with the middle having delicate engravings of a crown. if you dig the area, it uncovers a small wooden chest. Opening it, you see a card with “The crown goes here and return me to the earth”.
Few frogs hopping about as you enter. A smell of damp and seafood blankets you. its dark, but torches can be found in near by barrels. nothing much here but a south door, intricate carvings on the frame door with frogs worshipping a crown.
The room is filled with 6 statues of a frog king in various poses. the floor is slightly flooded. One holds a key to room 3. Once the key is taken, 2 of the frog statues awaken and attack the closest person.
A large paint is hanged on the south wall. Depicting A bog witch, A duck and a young prince having high tea.
On the east wall, a throne with a crown on its seat. the room is filled with 4d6 acid frogs. they are non-hostile,
In the center of this room, sits an alter made of stone; is a golden goblet. the stone has many eyes engraved onto it. A dark purple liquid still remains in the goblet.
If players place the crown back into the chest and bury it. A dinner bell can be heard and a regular duck wobbles forth (not Duckworth, standard farm duck). holds a small bone tube around its neck. This has the location of the reward.
The location is of the chest is in Area B on the hex map A chest is submerged under the murky water, and contains: several purple velvet pouch totalling 100 gps,
Ducksworth courage: A sword with a duck head on its pommel; +2 attack, makes a quack sound with powerful swings.
You did it! gear: One T-shirt with Duckworths Initials with his signature emblem (duck with a crown).
If players choose to keep the crown, thunder and rain begins. the story ends… for now.