Swamp Chase Complications Table

I’ve had a very crazy, but wonderful week. My 30th birthday was on Friday last week and all weekend I got to celebrate with amazing friends and family. All this week I was fortunate to be busy with work for the one-man video production company I run. I scored a freelance RPG writing job I’ve been working on (more details to come as publications are… well, published). Oh and I’m moving to another state on Saturday. Needless to say, this week was busy.

As much as I’d like to have a big robust update for you, I’m afraid it’s not so huge this time. I do have a nice swamp chase complication table for you below. As many of you know I’m fond of chase sequences at the table. The fifth edition Dungeon Master’s Guide has introduced some great chase mechanics for DMs to use in their Dungeons and Dragons games. I’ve had an article published about running chase sequences in EN World EN5ider Magazine which you can read if you pledge a single dollar a month to the Patreon campaign (though I recommend you contribute another buck or two to get their sweet adventures and more). On this very blog I’ve posted the sewers and treetop city chase complication tables.

All that’s to say here’s what I got for you today. Enjoy!

Swamp Chase Complications

d20 Complication
1 You run into waist-deep water. Make a DC 10 Strength (Athletics) check. On a failure the water counts as 15 feet of difficult terrain.
2 A mud pit is before you. You can attempt to clear it with a DC 15 Strength (Athletics) check or spend 10 feet of movement to go around the pit. On a failure you sink into the deep mud and it counts as 15 feet of difficult terrain.
3 You disturb a nest of stirges. 2d4 stirges chase after you.
4 You must run across a twisted tree to cross a small chasm. Make a DC 15 Dexterity (Acrobatics). On a failure you fall 1d4 times 5 feet, land prone, and take fall damage as normal.
5 An assassin vine tries to grab you around the neck. Make a DC 15 Dexterity. On a failure the vine grabs you and you take 2d6 points of bludgeoning damage. You are grappled by the vine until you succeed on a DC 10 Strength (Athletics) check which you make as an action or the vine holding you is dealt 10 points of damage (AC 12).
6 You run into a lizardfolk. Make a DC 15 Charisma (Intimidation) check. On a failure the lizardfolk chases after you.
7 You run across a puddle of stagnant water and splash some into your mouth. You must make a DC 10 Constitution saving throw. On a failure you become poisoned for 1 minute.
8 You run through a nest of biting insects. The insects make an attack roll against you and get a +5 bonus to the roll. On a hit they deal 1d12 piercing damage to you.
9 You run onto soft earth. If you do not use your action to dash this round, make a DC 15 Athletics check. On a failure you sink into the mud and cannot move until you spend 20 feet of movement to climb out.
10 A pit of snakes blocks your path. You can spend 10 feet of movement to go around the pit or make a DC 15 Dexterity (Acrobatics) check to swing from a vine. On a failure you fall into the pit and take 1d8 piercing damage and 1d8 damage. It costs 15 feet of movement to get out of the pit.
11 – 20 No complication.


Would you like this chase complication table in a PDF by itself or along with all the other fifth edition D&D chase complications I’ve designed for this blog? Grab one below.

Swamp Chase Complications Table

Chase Complication Tables

If you don’t want to grab them now, but decide you want the PDFs at a future date, head on over to the Free Game Resources section of this site where the documents will live along with monstersmagic items, backgroundsD&D fifth edition rules modulesspellsadventures, and more created by yours truly.

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