The southlands of Eor are being despoiled. Merchants will no longer run their caravans on the main highway past the quiet village of Waycombe. The peasants are fleeing their lands, and all are demanding protection from the powerful Count of Eor. The goodly count has sent a troop of his trusted fighters to exterminate the brigands believed responsible for these outrages, but weeks have passed, and still there is no word from this force.
To capture the dark, swampy, and ancient atmosphere of the Tomb of the Lizard King, these items focus on fetishistic magic, decaying luxury, and the draconic influence of Sakatha.
I’ve organized these into a D100 table, ranging from simple swamp curios to minor relics that offer flavor without breaking game balance. This blog entry picks right up from here on the blog.
D100 Swamp Treasures & Minor Relics
| d100 | Item Name | Description & Minor Effect |
| 01-05 | Leech-Skin Pouch | A damp leather pouch. Contents stay dry even if submerged. |
| 06-10 | Obsidian Scale | A palm-sized scale from a black dragon. Grants +1 to saves vs. Acid. |
| 11-15 | Whistle of the Fen | Carved from a heron bone; can mimic the sound of any swamp bird. |
| 16-20 | Vial of Blackwater | Thick, oily liquid. If poured on a wound, it stops bleeding but causes 1 cold damage. |
| 21-25 | Mosquito-Amber Ring | A giant mosquito trapped in amber. Advantage on initiative in wetlands. |
| 26-30 | Crumbling Map | Shows a "secret" entrance to the tomb (likely a trap-heavy side path). |
| 31-35 | Serpent-Tooth Dagger | Deals 1d4 damage. On a crit, the target is poisoned for 1 minute. |
| 36-40 | Gloves of the Mire | Webbed gloves that grant a +5 bonus to swimming checks. |
| 41-45 | Idol of the Frog-God | A stone carving that feels slimy. Can cast Fog Cloud once per day. |
| 46-50 | Ever-Smoking Censer | Emits a faint smell of rotting vegetation and bog-peat. |
| 51-55 | Beaded Fetish | Lizardfolk handiwork. Grants a one-time reroll on a failed Wisdom save. |
| 56-60 | Tarnished Silver Torque | Worth 50gp. If worn, the user can hold their breath for twice as long. |
| 61-65 | Bag of 'Swamp Gas' | A bladder that can be popped to create a 10ft cloud of Stinking Cloud. |
| 66-70 | Petrified Crocodile Eye | Looking through it reveals tracks of creatures that passed in the last hour. |
| 71-75 | Bone-Flute of Sakatha | Play to cause all non-magical reptiles within 30ft to become Docile. |
| 76-80 | Jar of Fireflies | Provides dim light in a 10ft radius; never runs out if kept in the swamp. |
| 81-85 | Ironbound Grimoire | Contains the history of the Wayreth marshes (written in Draconic). |
| 86-90 | Mantle of the Shaman | Made of woven reeds. Grants resistance to Poison damage. |
| 91-95 | The Blood-Ruby of Ebon | A large red gem. Once per day, it can heal the user for 2d4+2 HP. |
| 96-99 | Fang of the Lizard King | A relic spear tip. +1 to hit; deals an extra 1d6 vs. Mammals. |
| 100 | Heart of the Marsh | A glowing green seed. If planted, it creates a 50ft patch of Entangle forever. |
Using These in Your Campaign
Atmosphere: Describe these items as smelling of sulfur, brine, or old blood to lean into the module's "pulp horror" roots.
The "Price" of Magic: Since Sakatha is an undead tyrant, you might decide that using the higher-tier relics (91-100) causes the user’s skin to become slightly scaly or cold to the touch.
To truly capture the vibe of I2 Tomb of the Lizard King, adventure hooks should lean into the themes of disappearing caravans, unnatural swamp growth, and the dread of the undead.
I have broken these down into four thematic tables of 25 hooks each to create a full D100 list.
01–25: Political & Mercenary Hooks
For parties motivated by gold, duty, or local stability.
d25 Hook Title The Premise 01-05 The Taxman Cometh The local Count’s tax collector disappeared near the Wayreth marshes. No gold, no guards. 06-10 Mercenary Contract A merchant guild offers 500gp for the head of the "Brigand King" harassing the southern road. 11-15 The Missing Heir A young noble went "herping" (searching for rare frogs) and hasn't returned in a week. 16-20 Bounty on Scales The local militia pays 5gp per lizardfolk tail brought in from the swamp borders. 21-25 Refugee Crisis Survivors from the village of Ebon arrive at the gates, speaking of "green-skinned devils." 26–50: Religious & Supernatural Hooks
For Clerics, Paladins, or those sensitive to the balance of life and death.
d25 Hook Title The Premise 26-30 The Withered Leaf Local druids report that the marsh is growing at an impossible rate, choking the nearby woods. 31-35 A Vision of Bone A PC has a dream of a crown made of obsidian and a king who breathes but does not live. 36-40 The Stolen Icon A holy relic was stolen from a cathedral; the trail leads directly into the black mud of the fens. 41-45 Unquiet Graves Graveyards near the swamp are found empty—the bodies seem to have dug themselves out. 46-50 The Solar Eclipse An omen suggests that when the sun next fades, a "Great Reptile" will claim the valley. 51–75: Wilderness & Survival Hooks
For Rangers, Druids, or parties currently traveling through the region.
d25 Hook Title The Premise 51-55 Tainted Water The river flowing from the swamp has turned brackish and poisonous to livestock. 56-60 The Stranded Vessel A riverboat carrying vital supplies ran aground; the crew’s screams were heard for miles. 61-65 Feral Instincts Normally peaceful animals in the region have become hyper-aggressive and "scale-fevered." 66-70 The Map of Wayreth You find a map on a dead scout showing a "dry path" into the heart of the forbidden tomb. 71-75 Fog of War A permanent, magical mist is rolling out of the swamp, blinding the border watchtowers. 76–100: Academic & Arcane Hooks
For Wizards, Sages, and seekers of ancient lore.
d25 Hook Title The Premise 76-80 The Sakatha Scroll A researcher finds mention of an ancient lizard-monarch who allegedly found the secret to immortality. 81-85 Meteorite Strike A "star-stone" fell into the swamp; local lizardfolk are rumored to be worshipping it. 86-90 The Tongue of Serpents A potion-seller needs the rare "Venom-Moss" that only grows on the walls of a specific tomb. 91-95 Arcane Interference Spells cast near the marsh occasionally "fizzle" or transform into lizard-like manifestations. 96-100 The Ghost of Ebon The spirit of a long-dead scout appears, begging the PCs to "put the King to rest." Integrating the Hooks
To make the transition into the module seamless, consider using Hook 25 (Refugees) combined with Hook 66 (The Map). This gives the party both a moral reason to enter the swamp and a mechanical guide to help them navigate the hex-crawl portion of the adventure.
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