Frozen Swamp
An endless winter holds the land. Snow lies in midsummer, rivers are frozen to their beds, and trees stand cased in ice that never melts. This cold does not come from the sky, and fires give less warmth than they should. Flooded forest where trees stand in dark, still water. Paths vanish, mud holds the feet, insects swarm, and boats go where legs cannot.
Hear it
- By the river: Winter River (In the album RPG Ambiences Vol. 6)
- At camp: Campfire on a Frozen Tundra (In the album RPG Ambiences Vol. 2)
- Blizzard: Magical Blizzard (In the album RPG Ambiences Vol. 9)
- Snowfall: Mystical Snow (On Patreon, Guardian tier)
- By day: Swamp (In the album RPG Ambiences Vol. 1)
- At night: Swamp At Night (On Patreon, Raven tier)
- Among thorns: Thorny Swamp (In the album RPG Ambiences Vol. 7)
- In a storm: Thunder in Swamp (On Patreon, Guardian tier)
- A storm at night: Thunder in Swamp at Night (On Patreon, Guardian tier)
- By boat: Rowboat on Large Swamp River (On Patreon, Guardian tier)
- At camp: Campfire in Swamp (In the album RPG Ambiences Vol. 1)
- Fevers: Tropical Swamp (In the album RPG Ambiences Vol. 8)
- Biting insects: Swamp with Insect Swarm (On Patreon, Raven tier)
- Getting lost: Enclosed Forest (In the album RPG Ambiences Vol. 7)
For the table
- Ground
- hard going, about 10 km a day on foot
- Water
- plentiful
- Foraging
- poor
Hazards
- Sucking mud. Firm-looking ground opens onto deep mud or peat. Alone and laden, a traveller can be held until the water rises or the cold comes.
- Fevers. Warm stagnant water breeds the fevers that emptied whole expeditions before anyone knew the mosquito carried them.
- Biting insects. In the warm season, clouds of mosquitoes and flies bite day and night. Sleep and tempers wear thin.
- Getting lost. Under the trees, in the dunes or in the dark, every direction looks alike. Without a guide or a sure landmark, a party walks in circles.
- Endless cold. The cold does not lift by day or by season, and a campfire only warms those who sit right beside it.
- Glazed ground. Paths, roots and stones wear a skin of clear ice that the sun never softens.
- Frostbite. Fingers and toes go white, then stop hurting, which is worse.
D&D 5e
- Plays as
- swamp, slow pace at most
- Checks
- forage: Survival DC 10 · find the way: DC 15 · search: DC 20
- Creatures are spotted at
- 2d8 × 10 ft
- Endless cold. (House rule) The extreme cold rule holds in every season, day and night: at the end of each hour outdoors, a creature makes a DC 10 Constitution save, DC 12 at night, or gains 1 Exhaustion level. Cold resistance or immunity passes automatically; furs and winter clothing give Advantage.
- Glazed ground. Slippery ice is Difficult Terrain. A creature that moves onto it for the first time on a turn, or starts its turn there, makes a DC 10 Dexterity save or has the Prone condition.
- Frostbite. (House rule) A creature that ends a day of travel with wet hands or feet makes a DC 12 Constitution save. On a failure it has Disadvantage on Dexterity checks and on attack rolls with weapons until it finishes a long rest beside a fire.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Pathfinder Second Edition
- Plays as (Pathfinder Second Edition)
- swamp, greater difficult terrain, about 11 km a day at Speed 25
- Checks
- Subsist: Survival DC 15 · Sense Direction: Survival DC 20
- Random encounters
- flat check DC 14 each day
- Sucking mud. Quicksand (GM Core p. 107): a hidden patch about 5 m wide (Stealth +12; Survival DC 18 to spot by disturbing it). Stepping in sinks a traveller to the waist, then one step each round (neck, then under); Athletics DC 20 climbs back a step, and allies can pull with Athletics DC 20.
- Getting lost. Sense Direction (Player Core p. 246): a Survival check once a day, –2 without a compass; DC 15 in ordinary wild land, 20 in deep forest or underground, 30 in a featureless desert. Getting lost has no fixed penalty: the GM decides where the party ends up.
This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein. Attribution: this rules layer is based on the following Licensed Material: Pathfinder Player Core © 2023 Paizo Inc., Designed by Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. Authors: Alexander Augunas, Kate Baker, Logan Bonner, Jason Bulmahn, Carlos Cabrera, Calder CaDavid, James Case, Eleanor Ferron, Steven Hammond, Joan Hong, Vanessa Hoskins, James Jacobs, Jenny Jarzabski, Erik Keith, Dustin Knight, Lyz Liddell, Luis Loza, Patchen Mortimer, Dennis Muldoon, Stephen Radney-MacFarland, Mikhail Rekun, David N. Ross, Michael Sayre, Mark Seifter, Kendra Leigh Speedling, Mark Thompson, Clark Valentine, Andrew White, Landon Winkler, and Linda Zayas-Palmer; Pathfinder GM Core © 2023 Paizo Inc., Designed by Logan Bonner and Mark Seifter. Authors: Amirali Attar Olyaee, Logan Bonner, Creighton Broadhurst, Jason Bulmahn, James Case, Jesse Decker, Eleanor Ferron, Fabby Garza Marroquín, Jaym Gates, Matthew Goetz, James Jacobs, Brian R. James, Jenny Jarzabski, Dustin Knight, Jason LeMaitre, Lyz Liddell, Luis Loza, Ron Lundeen, Stephen Radney-MacFarland, David N. Ross, Michael Sayre, Mark Seifter, Owen K.C. Stephens, Amber Stewart, Clark Valentine, Landon Winkler, and Linda Zayas-Palmer; Pathfinder Monster Core © 2024 Paizo Inc., Authors: Alexander Augunas, Dennis Baker, Kate Baker, Joshua Birdsong, Joseph Blomquist, Logan Bonner, Jason Bulmahn, James Case, John Compton, Paris Crenshaw, Adam Daigle, Darrin Drader, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Eleanor Ferron, Leo Glass, Matthew Goodall, BJ Hensley, Thurston Hillman, Vanessa Hoskins, James Jacobs, Jenny Jarzabski, Miko Kallio, Jason Keeley, Jeff Lee, Lyz Liddell, Luis Loza, Ron Lundeen, Robert G. McCreary, Philippe-Antoine Menard, Jacob W. Michaels, Dave Nelson, Jason Nelson, Tim Nightengale, Stephen Radney-MacFarland, Mikhail Rekun, Patrick Renie, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Amber Stewart, Jeffrey Swank, William Thompson, Jason Tondro, Clark Valentine, Landon Winkler, Tonya Woldridge, and Linda Zayas-Palmer. If you use our Licensed Material in your own published work, please credit us as follows: Biomes, Pathfinder Second Edition rules layer © 2026 Michael Ghelfi. Reserved Material: the names of Biomes and its catalogues, its descriptions, sounds, art and code. Pathfinder is a registered trademark of Paizo Inc.; this site is not published, endorsed, or specifically approved by Paizo Inc.
Adventure hooks
- A smith whose forge no longer grows hot enough to work iron offers her best blade to whoever finds where the heat of her fire goes. It goes to a hollow nearby where, in the middle of the ice, a patch of grass grows green around a cradle someone has built there.
- A merchant has noticed that nothing kept here ever spoils and has opened a cold store for rich clients from the south. Business is splendid until a young lord comes to collect a crate laid down by his grandfather and finds the grandfather inside, alive and furious about the delay.
- Every evening an old woman walks out to talk to her son, who stands frozen in the ice where the winter caught him. She does not want him freed; she wants someone to promise to keep talking to him once she is gone.
- The village draws lots each year to choose who walks out into the cold to feed the winter. This year the lot fell on the headman’s son, and the headman has quietly decided that a passing stranger will do just as well.
- A ferryman poles travellers through the flooded forest and asks no money, only a story. He has stopped his boat halfway across, because the story he has just heard was about him.
- A healer who lives on stilts in the swamp sells remedies to the town, and the council has decided she poisoned the mayor. She wants the real poisoner found, and she pays in leeches, very good ones.
- Loggers float cypress trunks out of the swamp on the high water. One raft came out with a coffin lashed to it, well roped, the foreman’s own name carved into the lid.
- An alligator the town calls the Bishop has swallowed half of the tax collector’s boat, strongbox and all. The town wants the strongbox back, and is in no hurry about the tax collector.
What grows here
- Bald Cypress (tree). A deciduous conifer of 10 to 40 m whose feathery needles turn copper-red and fall each autumn, its trunk ringed by woody knees rising from the roots. It once dominated the swamps and river bottoms of the southeastern United States and can live over 2,000 years. Its water-resistant wood was used for canoes, coffins and shingles. Gives: Bald Cypress Wood.
- Papyrus (sedge). A tall sedge of 4 to 5 m whose triangular stems end in a green mop of thread-like rays. It forms vast pure stands in the swamps and on the lake and river margins of tropical Africa, and in deep water floats in mats that make the sudd. The Egyptians made paper, boats, mats and rope from it. Gives: Papyrus Stem, Papyrus Rhizome.
Animals
- Hippopotamus (man-killer, in herds, by night)
- Jaguar (man-killer, alone, at dawn and dusk)
- Nile Crocodile (man-killer, in colonies, day and night)
- Tiger (man-killer, alone, by night)
- Green Anaconda (can wound or kill, alone, at dawn and dusk)
- Moose (can wound or kill, alone, at dawn and dusk)
- Wild Boar (can wound or kill, in families, by night)
- Eurasian Beaver (dangerous if cornered, in families, by night)
- Eurasian Otter (harmless, alone, by night)
Kept here
- Water Buffalo (can wound or kill, in herds, day and night)
Creatures
- Ice Mephit (a threat to the unwary, Challenge 1/2)
- White Dragon (deadly, Challenge 2-20)
- Winter Wolf (a fight to fear, Challenge 3)
- Frost Giant (deadly, Challenge 8)
- Remorhaz (deadly, Challenge 11)
Also met here
- Stirge (a threat to the unwary, Challenge 1/8)
- Giant Frog (a threat to the unwary, Challenge 1/4)
- Giant Lizard (a threat to the unwary, Challenge 1/4)
- Giant Venomous Snake (a threat to the unwary, Challenge 1/4)
- Swarm of Insects (a threat to the unwary, Challenge 1/2)
- Troll (deadly, Challenge 1/2-5)
- Giant Toad (a fight to fear, Challenge 1)
- Black Dragon (deadly, Challenge 2-21)
- Giant Constrictor Snake (a fight to fear, Challenge 2)
- Swarm of Venomous Snakes (a fight to fear, Challenge 2)
- Will-o'-Wisp (a fight to fear, Challenge 2)
- Green Hag (a fight to fear, Challenge 3)
- Giant Crocodile (deadly, Challenge 5)
- Shambling Mound (deadly, Challenge 5)
- Hydra (deadly, Challenge 8)
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
To gather
Winter Wolf Eye, Yeti Glands, Remorhaz Flame, Bald Cypress Wood, Crocodile Glands, Eurasian Beaver Pelt, Eurasian Otter Pelt, Horsehair, Moose Hide, Nile Crocodile Egg, Papyrus Rhizome, Papyrus Stem, Buffalo Hide, Buffalo Milk, Wild Boar Bristles, Willow Bark, Eurasian Beaver Castoreum, Green Anaconda Fat, Hippopotamus Hide, Hippopotamus Ivory, Jaguar Fang, Jaguar Pelt, Nile Crocodile Hide, Tiger Bone, Tiger Pelt, Beetle Wing, Frog Lung, Giant Mosquito Wing, Orchid Flower, Snake Venom, Wolf Aloe Leaf, Grung Venom, Hag Index Finger, Pitcher Plant Nectar, Sundew Tentacle, Will-o'-Wisp Spark, Concentrated Venom, Corpse Flower Petal, Electric Eel Gland, Ghost Orchid, Hag Brain, Sea Hag Gill, Troll Bone Marrow, Will-o'-Wisp Trail, Catoblepas Eye Gland, Hag Moldy Heart, Naga Perfect Scale, Wandering Mound Mother Root, Adult Dragon Tonsils, Dragon Tongue, Froghemoth Tongue, Hydra Bile, Witch's Eye
To fish
Bog Lungfish, Bullfrog, Freshwater Crayfish, Mud Catfish, Swamp Leech Cluster, Myconid Raft, Reed Otter, River Pike, Electric Eel, Marsh Crocodile, Sorrow Pike, Sunken Reliquary, Black Lotus Bloom
The same milieu, otherwise
Swamp, Cursed Swamp, Corrupted Swamp, Fungal Swamp, Dead Swamp, Primeval Swamp, Eldritch Swamp, Toxic Swamp
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