Mangroves are vast tracts of slow moving, brackish water overrun with trees and all types of vegetation. Dangerous to navigate due to the all sort of hidden creatures within the dark waters, and hazardous to health because of the myriad diseases and the risk of heat-stroke, only those who know the mangrove well ventures into it. However, it is also the source of food, fuel and raw materials for the many tribal villages surrounding it. And it is to their alarm when they found dead fishes, withered trees and stale pools of water within the mangrove. The tribal villages are edgy and want to get to the bottom of it.
- Each of the village at the edge of the vast mangrove accuses each other for what happened, and only a neutral party would be able to solve the dispute. This is where the adventurers come in, but if they are native to the area, one of the villages would provide a guide. When the guide turns out to be a quiet, sullen young girl, the party may have their doubt. And when the source of the posioning could be an awakened “giant swamp lizard”, this should give the adventurers more concern for pause. However, it is not a dragon, but a large lizard which according to legends, spew forth “winds that kills life”. Only those from a line of shamans could track the creature down.
- A race of swamp giants have moved into the centre of the mangrove, and have been damming streams and outlets of water of fresh water for their own water supply. They have been driven forth from another swamp when a vicious race took over their home (perhaps the Dracomen? See the Dragon Warriors Bestiary). They have no idea about the harm they would be causing. A little diplomacy and negotation may solve the problem, but when the enemies the giants were hiding from come knocking, some of the villagers living at the edge think it’s probably a good idea just to have those two fight among themselves and reap the benefits later…
- A herbalist or a local wise-man well-versed with the region would tell the party that what is happening is natural. However he is a recluse, and hard to find and besides, the villagers are looking for a good reason for a witch-hunt. The mastermind are quite well-determined to stop the party from finding the recluse. Meanwhile fanatic, but well-meaning ‘witch-hunters’ will try to pin blame on people they believed to be consulting with evil spirits.
Adventure Types: Devious Schemes, Exotic Locations, There Lies Monsters

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