
Last session, your troubles began in earnest. Cursed by the Dreadmarsh Witch Merelda for stealing and transforming her beloved cat, you now suffer from the Dreadmarsh Blight, a plague that slowly twists your bodies into grotesque reflections of the swamp. Your only hope is to gather five rare ingredients for a cleansing elixir. Setting out at night to avoid the sun and the witch, your party—Del the Druid, Vendetta the Vampire, and Orion the Bard—began skirting the edge of the vast swamp.
Your journey first led you past an overgrown but active crocodile temple, which you wisely chose to bypass. After finding a suitable campsite, Vendetta felt the curse’s first effects, her heart now susceptible to damage whenever she falters. Pressing on, you ventured into a strange fungal forest. While Vendetta kept watch, Del and Orion carefully navigated the spore-filled air and successfully located the first ingredient you need. However, upon leaving, a moment of disorientation led you astray, and you found yourselves before a set of ancient, crumbling ruins instead of your intended path.

Curiosity, led by Vendetta, drew you into the enchanted crypt for a moment. The sight of three ominous statues with snake-like hair was enough to convince you all to retreat and continue your quest. After setting up camp nearby, your rest was violently interrupted by an ambush of four wraiths. Vendetta managed to immobilize most of them with her magic, and Del lashed out with manipulated campfire flames. Orion joined the fray, his demonic Harp of the Abyss summoning shadowy tendrils that crushed one of the spirits. The tide turned unexpectedly when a fumbled note from Orion’s harp summoned not a helpful melody, but a great white shark, flopping helplessly on the grass. Seeing the chaos, you chose to flee, leaving the wraiths and the shark to their fate. The session ended as you stumbled upon a settlement of swamp folk, your bodies exhausted and the witch’s curse still clinging to you.
OUTLINE:
The Witch’s Curse and the Quest’s Beginning
- The party learned they were afflicted with the Dreadmarsh Blight by the witch Merelda.
- The curse was punishment for stealing her cat and Vendetta turning it into a vampire.
- To cure themselves, they must find five ingredients to brew a cleansing elixir.
- They began traveling through the swamp at night to avoid the witch and the sun.
Swamp Travels and First Success
- The party navigated the swamp, consciously avoiding an active crocodile temple.
- During a rest, Vendetta failed a save against the curse and acquired the ‘Leech Heart’ mutation.
- They reached a fungal forest and successfully retrieved the first of the five ingredients.
Lost and a Spooky Detour
- The party became disoriented and got lost, ending up at a different location.
- They discovered ancient ruins that housed an enchanted crypt.
- After entering and seeing three ominous statues with snake hair, they decided to retreat immediately.
Wraith Ambush and a Harp’s Fumble
- While resting near the ruins, the party was ambushed by four wraiths.
- They discovered the wraiths were only vulnerable to magic, fire, or electricity.
- Vendetta immobilized the wraiths, Del attacked with fire, and Orion used his harp’s magic, destroying one.
- Orion fumbled a roll, causing his demonic harp to summon a great white shark on land.
- The party fled the chaotic battle, failing to complete their rest and gaining the ‘exhausted’ condition.
A New Encounter
- While continuing to travel, Vendetta failed another curse save, acquiring the ‘Bog Breath’ mutation.
- The session concluded as the party ran into a group of unknown swamp folk.
NPCs:
- Merelda, the Dreadmarsh Witch: A powerful witch dwelling in the Dreadmarsh. After the party stole her beloved cat familiar, she cursed them with the debilitating Dreadmarsh Blight.
- Petey: Del’s walking carnivorous plant companion. It follows simple commands from Del.
- Swamp Folk: A group of native swamp dwellers the party encountered at the end of the session.
- Vampire Cat: Formerly Merelda’s familiar, this cat was stolen by the party and turned into a vampire by Vendetta. It is now her familiar and can provide the party with food once per day.
ITEMS:
- Fungus Ingredient: The first of five ingredients needed to create the cleansing elixir. It’s a specific type of mushroom found in the Fungal Forest.
- Harp of the Abyss: Orion’s musical instrument and spell focus. It is a demonic harp made from a skull, capable of powerful but unpredictable magic.
- Spirit Lantern: Vendetta’s lantern, which she carries on a cane. It seems to be connected to her vampiric or necromantic nature.
LOCATIONS:
- Ancient Ruins / Enchanted Crypt: The crumbling remains of a castle in the swamp. The party briefly entered and saw three statues with snake hair before retreating.
- Crocodile Temple: An overgrown but seemingly active temple dedicated to crocodiles, which the party chose to bypass.
- Fungal Forest: An area of the swamp filled with massive, strange mushrooms. The party came here to collect a key ingredient for their cure.
- The Dreadmarsh: A vast and dangerous swamp where the adventure takes place. It is home to witches, strange creatures, and ancient ruins.
FACTIONS:
- Swamp Folk: The inhabitants of the Dreadmarsh whom the party has just encountered.
QUESTS:
- The Cleansing Elixir: Find the five ingredients (fang bone, fungus, blood petal, wraith dust, spider eye) needed to brew an elixir that will cure the party of the Dreadmarsh Blight.
PLAYER CHARACTERS
- Del: A human Druid who presents as a cross between a forest ranger and a hippie. He wields a battle axe and is always accompanied by his companion, a small walking carnivorous plant named Petey. As a Druid, his primal gifts are connected to reptiles, giving him an innate sense of direction in such environments.
- Orion: A shy and studious half-elf singer who, through a strange incident, swallowed a songbird and gained his voice. He plays the Harp of the Abyss, a powerful and dangerous demonic artifact shaped like a skull. The harp is his spellcasting focus, capable of producing wondrous magical effects and, as the party discovered, chaotic mishaps.
- Vendetta: A human Vampire with an appearance reminiscent of Elvira, who was entombed during an event called the Great Purge and now seeks revenge. She fights with a flail and carries a distinctive spirit lantern on a cane. As a Bone Whisperer, she possesses necromantic abilities, which she used to transform the witch’s cat into her own vampire familiar.

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