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

Estimated Duration: 3 hours New monsters by IADnDMN.


Suggested Music: "Ritual Deep, Dark, and Wet" by Music New miniatures by Paper Forge.
d20 New magic items by The Griffon's Saddlebag.
New battle maps by Cze & Peku.
 New music by Music d20.
 
One of the trademark characteristics of frogfolk is the The frogfolk's kingdom is at the center of the Bog of
"kingdoms" which they form in the swamps of their Rurpdurpnurp, a thick, obnoxious swamp of sucking mud,
homelands. These bizarre mockeries of legitimate biting mosquitoes, and plenty of ugly beasts floating in (and
monarchies may seem amusing, but make no mistake: the out!) of the water.
frogfolk themselves regard their king or queen with the
utmost respect and authority and will tolerate no perceived 
slight against them. The bog has the following features:
 Dimensions & Terrain. The bog takes up an 86-square-
mile chunk of landscape at the center of a primordial forest.
This side trek is designed for three to seven 4th- to 6th- Curtain-moss-draped cypresses and tupelos are the dominant
level characters and is optimized for four characters with trees of the swamp, casting the majority of its brown, murky
an average party level (APL) of 4. The encounter is great waters in shadow.
for when the characters are traipsing through a swamp or Sounds & Smells. Certainly, mold catches the nose when
wilderness area and you need a quick, unusual encounter travelers first enter the swamp. But the bog is not without its
before they reach their final destination. own array of wildflowers and other pleasant smells. Buzzing
Whether it's the promise of ill-gotten gains or the end of a insects, screeching birds, and even the occasional growl of an
frogfolk warrior's spear, something convinces the characters alligator are common sounds in Rurpdurpnurp.
to stand before the infamous frogfolk queen. Frogs and Toads. All throughout the bog are thousands of
Note: This encounter is meant to be handled in a constantly croaking frogs and toads. The frogfolk at the
diplomatic fashion as the frogfolk will vastly outnumber the center of the bog use these amphibious allies to
characters. Characters with itchy fireball fingers may find communicate the presence of intruders.
themselves served up on a platter to the frogfolk queen Weather. Hope you like rain! During the wet summer
before they can find the guano to cast the spell. months, there's a 50% chance every hour that it rains. Even in
Note: For SRD-compliance purposes, there are frequent the winter, rain is common, with an average rainfall of two
references to "frogfolk" in this adventure. Be sure to use any inches throughout the dryer months (25% chance of rain).
"frog-like" humanoids from the MM for frogfolk. Hint hint.

 Use the following rules while the characters traveling
This DMDave-penned encounter is made all the better when through the bog.
you get the accompanying items:
1
    Travel. Travel through the swamp is slow; it takes an hour   Characters moving at a fast pace fail to notice the tripwire
for a party moving at a normal pace to travel two miles no matter what.
through the swamp's unforgiving terrain. It takes a total of Once triggered, the net is released covering a 10-foot
five hours to pass through the swamp from end to end. square area. If there are four or less characters, all of them
Becoming Lost. Few trails cut through the bog. As such, are covered. If there are more than four characters,
it's easy to get lost. When the party first enters the swamp, determine randomly which character avoids the net.
the party's navigator must make DC 15 Wisdom (Survival) Everyone caught in the net is trapped and restrained. Plus,
check. If the party is moving at a slow pace, the navigator each character trapped in the net must make a successful DC
gains a +5 bonus to the check, and a fast pace imposes a -5 10 Strength check or be knocked prone.
penalty. And if the navigator has an accurate map of the bog A character in the net can use its action to make a DC 10
(some can be found in neighboring villages for 1 gp), the Strength check, freeing itself or another creature within its
navigator has advantage on the check. If the check succeeds, reach on a success. The net has AC 10 and 20 hit points.
the party travels in the desired direction without becoming Dealing 5 slashing damage to the net (AC 10) destroys a 5-
lost. if the check fails, the party fails to leave the swamp. The foot square section of it, freeing any creature trapped in that
party's navigator can repeat the check after the party spends section.
1d6 hours trying to get back on course. While the characters deal with the net, a frogfolk war party
Insects. Clouds of insects plague the bog and their bites takes the time to surround them. Characters inside the net
are neverending. At the end of each hour, a creature traveling have disadvantage on Wisdom (Perception) checks.
through the swamp must make a DC 10 Constitution saving The tripwire can be disabled by a character with
throw. On a failed saving throw, the creature has proficiency in thieves' tools making a successful DC 15
disadvantage on ability checks until the end of the next hour. Dexterity check.
Creatures that are accustomed to living in the swamp or Frogfolk War Party. The characters stumble into the
creatures with natural armor automatically succeed on the clutches of a frogfolk war party. The war party consists of:
saving throw, as do creatures wearing insect repellent salves.
Gourds or vials of insect repellent salves cost 1 gp and have 1 frogfolk royal guard with 80 hp (the leader)
20 applications. A single application lasts for 8 hours. 1d4 + 1 frogfolk royal guards
Foraging. The bog is lush with edible plants and animals 6d6 frogfolk warriors
for hunting. Plus, there's literally water everywhere. Foraging 4d6 giant frogs
checks in the bog are made against DC 10. 1 special creature (roll on the table below)
Random Encounters. Every four hours that the characters Special Creatures
spend in the bog, roll a d20. On a result of 17 or higher, a
random encounter occurs. Choose a random encounter or 1d12 Special Creature(s)
roll randomly on the Bog of Rurpdurpnurp Encounters table 1-2 1d4 crocodiles
to determine the nature of the encounter. Encounters marked
with an asterisk are detailed after the table. 3 1d4 + 1 giant constrictor snakes
4 1 green hag
Bog of Rurpdurpnurp Encounters
2d6 Encounter 5 1 hydra

2 1 wight 6-8 2d4 lizardfolk

3 1d4 ghouls led by 1 ghast 9-10 1d4 + 1 ogres

4 1d8 + 1 orcs 11 1 wight

5 1d6 + 2 giant snakes 12 1d3 trolls

6 1 swarm of insects The frogfolk war party only wishes to capture the
7 Frogfolk war party* characters to present them to their feared beloved queen.
The characters can fight the frogfolk, but it will be a
8 Frogfolk net trap* dangerous battle. See options for fighting or fleeing from the
9 2d4 giant frogs frogfolk on page 5 (without killing your players' characters).
10
11
1 crocodile
2d10 lizardfolk with 1d6 giant lizards

The crux of this side trek is meeting the frogfolk and
12 1 hydra
following them back to their lair. There are endless reasons
Frogfolk Net Trap. The frogfolk have set up a hidden trip why the characters may need to seek an audience with the
wire on a well-traveled (aka dry) path. If the characters are Frogfolk Queen on her subjects, but if you need an idea or
traveling at a slow pace, they easily notice the tripwire. two, roll for a random hook on the Frogfolk Court Adventure
Hook table on page 3 or choose one that best fits the party's
If the characters are moving at a normal pace, they only current predicament.
notice the tripwire if they have a character actively looking for
threats—and that's only if the character has a passive 
Wisdom (Perception) value of 13 or higher.
The frogfolk queen's lair has the following features:
2
Get this high-resolution map of the Frogfolk Queen's Lair on Cze and Peku's Patreon which includes multiple
variations.

3
Frogfolk Adventure Hooks Frogfolk Traps
d6 Hook d4 Trap
The characters are ambushed by a frogfolk war party. 1 Crawfish surprise
1 See the "frogfolk war party" description under
random encounters for details. 2 Hunting Trap

An important artifact or magic item is owned by the 3 Swinging spike


Frogfolk Queen. The characters must seek an 4 Underwater caltrops
2
audience with the Queen and convince her to
surrender the item. Hunting Trap. The frogfolk have hidden a hunting trap in
A group of adventurers—comrades of the shallow water or a patch of grass. See Chapter 5 of the PHB
3
characters—vanished in the Bog of Rurpdurpnurp. for details on hunting traps. Noticing the trap requires a DC
The characters must learn what happened to their 15 passive Wisdom (Perception) check.
friends. Swinging Spike. When the character stands on a certain
The frogfolk robbed the wrong noble! The noble spot, a frogfolk can use its action to attack a nearby rope with
4 escaped with his/her life, but now seeks vengeance its spear (AC 11). If the attack hits, the rope snaps and a spike
against the despicable frogfolk queen. swings out of hiding. Make a +6 attack roll against the target.
On a hit, the swinging spike deals 7 (2d6) piercing damage.
The frogfolk's kingdom sits over the entrance to an Once the trap is triggered, it must be reset before it can
5
important location such as a dungeon or overgrown
keep. The characters must negotiate passage
attack again.
through the kingdom to reach the entrance. Underwater Caltrops. A 10x10 area has been covered in
caltrops. The frogs can easily swim over the caltrops. See
The characters are purusing a villain from a previous Chapter 5 of the PHB for details on caltrops.
adventure. The frogfolk queen claims to have
6
information about the villain that she is willing to 
give the characters—for a price.
The frogfolk queen is guarded by two frogfolk royal guards.
Dimensions & Terrain. The entirety of the queen's lair sits The lair itself has literally hundreds of frogfolk warriors.
in swamp waters of variable depths. A labyrinth of rickety While it's possible for the characters to fight their way out, a
wooden platforms surrounds the territory, giving some better idea is for them parley with the queen and oblige her
respite from the sucking mud. Overall, the frogfolk prefer to unusual requests.
swim through their waters rather than traverse the platforms. Roleplaying the Frogfolk Queen. More than anything, the
In some areas, the waters count as difficult terrain, whereas frogfolk queen fancies herself as better, smarter, stronger,
in others, the water is deep enough to warrant a swim. more attractive, etc. than all outsiders. Her royal guards and
Light. Frogfolk lack darkvision. Therefore, they keep their servants offer plenty of fanfare, falling over themselves to
home well lit with regular torches hung throughout. ensure she remains content.  The frogfolk queen is initially
Tents and Lean-tos. Atop the platforms are a few dozen indifferent to the party (after all, she is much better than they,
canvas tents, lean-to shacks, and other little-better-than- so who cares?). Through conversation (and bribes, see below)
temporary forms of shelter for the frogfolk to live in. Most of the characters can change her attitude to friendly, allowing
the frogfolk store their treasure within these homes. In each them to escape with their lives. Similarly, they might insult
shelter, a quick search reveals 1d4 random trinkets (from her or harm her in some way, causing her to turn hostile.
Chapter 5 in the PHB), and 1d4 - 1 cp. There is also a 10% Once she's angry, she wants nothing more than the
chance that the characters find a random gemstone worth 10 characters' head on a pike.
gp (see Chapter 7 of the DMG). After the characters spend a few minutes interacting with
the frogfolk queen, one of them can make a DC 12 Wisdom
 (Insight) check to uncover one of the frogfolk queens'
characteristics. A failed check may give the characters
The frogs keep plenty of traps strategically placed throughout incorrect information about her characteristics—potentially a
their own lair in case a fight breaks out while in the presence deadly mistake.
of the queen. Randomly place 1d6 traps from the Frogfolk Once the characters have a good feel for the frogfolk
Lair Traps table or choose a trap that fits the scenario. queen's personality, they can attempt to bribe her or sweet
Descriptions for each of the traps follow the table. The talk their way out of the swamp—without being stabbed by a
frogfolk know the location of all the traps. During combat, not few hundred frogfolk, of course! Have a character who's been
only do they avoid their traps, but they actively try to goad the an active diplomat make a Charisma check. This can be
characters into them. Persuasion, Deception, or Intimidation (although the latter is
Crayfish Surprise. A tripwire hidden in the water—DC 15 likely to get the party killed). The queen's current attitude sets
passive Wisdom (Perception) check to notice it—triggers a the DC as described in "Resolving Interactions" in Chapter 8
net filled with crayfish to drop onto the character that of the DMG. Giving the queen what she desires (see below)
triggered the trap. Treat the crayfish as a swarm of insects. gives the character advantage on the Charisma check.
When the crayfish first drop on the character, the crayfish can Similarly, if the queen knows that the characters possess
immediately make one bites attack against the character. what she desires and they deny her the request, the check is
Afterwards, roll initiative for the crayfish.

4
made with disadvantage. The characters may make as many
checks as they like. However, the frogfolk queen may grow Frogfolk Battle Complications
weary of the characters' constant blathering and command d8 Loot
her warriors to attack (especially if her attitude is hostile). The character is hit with a sling stone, taking 1d4 +
The frogfolk queen has the following characteristics: 1
1 bludgeoning damage.
Personality traits: "I don't take insults lightly. Say something 2
The frogfolk warriors toss a giant constrictor snake
cross towards me, and I'll have your head on a spear!" into the fight.
Ideal: "The biggest and strongest are the only ones fit to 3 1 more frogfolk royal guard joins the fray.
rule."
Bond: "I spare those who give me what I desire." 4-8 No complication.
Flaw: "I believe that everyone is beneath me. This arrogance
often puts me and my subjects in danger." During the second round of combat and every round
thereafter 1d4 more frogfolk warriors enter the combat
    Frogfolk Queen's Desires. Although most frogfolk royalty on initiative count 20 (losing initiative ties).
are considered petty, short-tempered, and mean, they are If the characters kill six or more frogfolk in a single round
notoriously easy to please. In addition to the aforementioned of combat, roll a d20. On a result of 5 or higher, the
characteristics, roll randomly to determine the frog queen's frogfolk continue to fight. On a result of 4 or less, the
desires on the Frog Queen's Desires table or choose one that frogfolk surrender.
you feel is appropriate for the situation (or just funny as hell). If the characters kill the queen during the combat, the
court's morale is immediately shattered and they all
Frogfolk Queen's Desires retreat in awe.
d8 Desire 
The queen wants one of the characters to marry her Alternatively, the characters may choose to flee from the
1 and become her king. (Either the most attractive
character or the strongest looking one.)
frogs. If this happen, a chase occurs. However, it's worth
noting that the frogs have a decided advantage in the swamp
2
The lizardfolk have plagued her swamp for too long; over the characters thanks to their relatively high swim speed
the characters must clear them out of the bog! and Standing Leap feature.
The queen fancies an item or trinket that the When the chase begins, the characters must flee from
3 character is carrying with him/her. They hand it over literally dozens (if not hundreds) of frogfolk warriors. Refer
and they get to live. to the rules for Chases in Chapter 8 of the DMG. Assume
that there is usually enough water for the frogfolks to swim
4
The queen loves magic. They must show her their
most impressive spell. The flashier the better!
through, granting them a pursuing speed of 40 feet per turn.
Out of Sight.  While there are plenty of things for the
There's nothing the queen likes more than gossip. characters to hide behind and the swamp is unusually noisy,
5 Share some dirt on a local leader and if she likes the frogfolk know the swamp too well to lose sight of their
what she hears, she'll let the characters go. quarry. As such, all advantages that the characters have are
6 Tell the queen a joke. And it better be funny! ignored. Fortunately, the frogolk have lousy passive Wisdom
(Perception) scores, so it won't be difficult to lose them. Of
The strongest character in the party must fight the course, tell that to the plate armor-wearing paladin with the
7
queen's pet hydra one-one-one armed with only a Dexterity dump stat!
spear. If the character survives, the characters may
pass. No one can interfere!
Complications. For complications, use the Wilderness
Chase Complications table in Chapter 8 of the DMG.
The queen is a woman of simple pleasures—gold,
8
gems, and jewelry, please.

 So what happens if the characters kill the queen? Well,
frogfolk live by the "the biggest are fit to rule" credo. It might
If the characters can't convince the frogfolk queen to let them just happen that the frogfolk choose to follow the characters
pass through her kingdom, the only option may be to blast from that point forward. Or, more likely, another big, grumpy
their way out. Because there are so many frogfolk present, a frog takes over as boss. To cement its position as the new
normal combat will not suffice. Instead, run the combat like monarch, it vows to kill the adventurers who murdered their
so. queen. The characters may spend the rest of their journeys
At the start of the combat, the frogfolk queen's two royal constantly looking over their shoulder for hoppity assassins.
guards and 2d6 frogfolk warriors gang up on the 
characters.
The frogfolk queen prefers not to get her moist hands If the characters manage to defeat the frogfolk, they should
dirty and stays out of the combat. She will defend herself be awarded accordingly. The queen keeps a stash of treasure
if necessary. near her lair.  To determine the nature of her hoard, use the
At the end of each character's turn, roll on the Frogfolk Treasure Hoard: Challenge 5-10 table in the DMG, but
Battle Complications table to determine if a complication instead of the magic items, add in 1d4 toadstones from the
occurs. Griffon's Saddlebag.
5
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