Swamp Random Encounter Table 5e

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Need a great swamp random encounter table? Go somewhere else. This one sucks! Haha. Just kidding to see if you’re paying attention! I’ve put together a list of 100 interesting and unique random swamp encounters for your fantasy tabletop RPG campaign. Feel free to use them. If you like them, read to the end for even more RPG tools you’re going to love. (I’ve built dozens powered by GPT-3 AI from OpenAI…)

D100 Random Swamp Encounters

  1. Bullywug tribe is celebrating their yearly festival of fun for all. They have invited the players to participate in their games. Be careful, some of their games are a bit dangerous and one game is very dangerous.
  2. A group of 4d6 gnolls have invaded a nearby village and have taken control of it. They have forced the villagers to work as slaves and have promised to kill them if they do not obey.
  3. A group of 4d6 goblins are attempting to steal a valuable statue from a local temple.
  4. A group of 3d6 lizardfolk are hunting for food and stumble upon the players and their party while they are traveling in the swamp.
  5. A group of 4d6 lizardfolk are hunting for food and stumble upon the players and their party while they are traveling in the swamp. An encounter with these lizardfolk will be hostile because they are cannibals and they will attempt to capture and eat the players if they can.
  6. A group of 3d6 kobolds are trying to steal a valuable item from a local village. The kobolds are trying to be stealthy, but they are not very good at it and alert the villagers who come out to stop them.
  7. A group of 3d6 kobolds, who have been working as servants for a group of humans for several months, have been secretly gathering information about their human masters and are going to use that information to raid the humans’ home and steal their valuables. The kobolds are working with a group of 2d6 goblins who will help them with the raid.
  8. The players stumble upon a group of 2d6 humans who are worshipers of a random god. They are celebrating their god’s birthday by singing, dancing, and drinking alcohol.
  9. A group of 4d6+2 kobolds have been stealing chickens and other livestock from a nearby village. The players stumble upon them while they are doing it and they will attempt to fight or flee if they can.
  10. A group of 4d6+2 kobolds have been stealing chickens and other livestock from a nearby village. The players stumble upon them while they are doing it and they will attempt to fight or flee if they can. If they are caught, they will beg for mercy and offer to repay the villagers for their crimes by working as servants for them for several months
  11. Foul smell leads you to a dead ogre. The dead body is emitting a foul smell. It is a common smell in this part of the swamp. The smell emanates from a large, black wound in the corpse’s midsection. A small, green fly circles the wound. The smell will cause nausea if the players stay in the area too long.
  12. Players find a group of men trying to fell a large tree. They are trying to clear a path through the swamp. Referee’s Note: This is the path through the swamp that leads to the dungeon.
  13. Players hear a loud crashing sound, followed by a terrified scream. As they turn around, they see a giant crab scuttling away with a man in its claws. The crab is large enough to carry the man away. The man was not a local and was doing his best not to be eaten by the crab.
  14. Players see a semi-transparent ghost talking to himself. Occasionally he will get mad at something he sees and yell at it. The ghost is a spirit of one of the swamp’s original inhabitants who does not like all the human activity here. The ghost will become angry and attack the players if they do anything that he dislikes, such as chopping down trees or killing animals in his swamp. He is a level 5 spirit who attacks with an axe and can cause fear in people.
  15. Players stumble across a man hunting deer in the swamp. He is dressed in buckskins and has a bow and quiver on his back. If approached, he will ask the players if they have seen any deer in the area. If players say yes, he will question them to make sure they saw deer and not a group of bandits in black robes that he saw earlier that day. He is looking for the group of black robed bandits who have been attacking caravans on their way to the city.
  16. Players hear a loud crashing sound, followed by a terrified scream. As they turn around, they see a giant crab scuttling away with a man in its claws. The crab is large enough to carry the man away. The man was not a local and was doing his best not to be eaten by the crab.
  17. Players find a piece of parchment with a note from a band of bandits. It reads: ‘We are heading North. We’re heading to the castle! Meet us there!’
  18. A small patch of mushrooms can be found growing in one part of the swamp. The mushrooms have been turned black by some strange magic. The patch of mushrooms has been killed by this magic but can still be used as normal mushrooms once they are cut up into pieces and cooked in food.
  19. Players stumble across a group of men trying to fell a large tree. They are trying to clear a path through the swamp. The men will attack the players if they get too close or try to help them fell trees. The men have been hired by a group of bandits to clear out this area so they can settle here and loot caravans coming through here.
  20. A large, black bird circles overhead and then perches on a branch, doing its best to remain hidden from sight. The bird is actually an enchanted creature that has been sent by a band of bandits to scout the area for potential camp sites, trails, and locations for ambushes against carav
  21. Rivaling Red dragon cultists: The players encounter two groups of rivaling red dragon cultists. They are battling each other in a battle that has been raging on for centuries.
  22. A group of lizardfolk challenges the players to a battle over a nearby swamp.
  23. A group of lizardfolk challenges the players to a battle over a nearby swamp. The lizardfolk believe the players are trespassing on their territory.
  24. A group of lizardfolk challenges the players to a battle over a nearby swamp. The lizardfolk believe the players are trespassing on their territory, but they are actually trespassing on the territory of the lizardfolk’s enemies.
  25. An assassin from a nearby city is hiding in the swamp, killing off potential threats to the city’s ruler.
  26. A group of bandits are hiding in the swamp, hiding from the city’s authorities.
  27. A group of bandits are hiding in the swamp, hiding from the city’s authorities. They are on their way to a nearby city to sell their goods.
  28. A group of bandits have been terrorizing the local villages, kidnapping the children and forcing the adults to work for them.
  29. A group of bandits have been terrorizing the local villages, kidnapping the children and forcing the adults to work for them. They are hiding in the swamp from the local authorities, who are too far away to be of any help to the villagers.
  30. The players stumble upon a group of 1d4+1 wood nymphs. They have been terrorizing the local villages, kidnapping children and forcing the adults to work for them.
  31. Yeenoweenie, a male gnome stands at the edge of the swamp and yells at players to come closer. He will ask for help in finding his pet frog, which is lost in the swamp. He will give players a magic item if they return with his pet frog.
  32. Overhead, a giant eagle circles and then lands on a tree. The eagle is a pet of an old wizard who lives in the swamp. The wizard wants the eagle back. The eagle is tame.
  33. A group of 2d6 bandits are on the lookout for easy victims.
  34. A group of 2d4 lumberjacks are on the lookout for trees to cut down for lumber. They will not trespass on the druid’s territory.
  35. A group of 2d6 peasants are searching for food and supplies. They are on their way to a nearby city. They will trade with players if they have something they want.
  36. Players find a group of 2d4 hunters who are tracking a rare and dangerous animal. If they’re lucky, they will find the animal’s tracks. If they’re not lucky, they will find the animal’s remains and know that it has been killed by something. If they track down the creature’s lair, they will encounter a pack of the creature’s young, who are angry and hungry.
  37. A giant snake slithers across the water’s surface. If players get too close, it will attack.
  38. A group of 2d4 hunters are tracking a rare and dangerous animal. If they’re lucky, they will find the animal’s tracks. If they’re not lucky, they will find the animal’s remains and know that it has been killed by something. If they track down the creature’s lair, they will encounter a pack of the creature’s young, who are angry and hungry.
  39. Players encounter a group of 2d4 farmers who are transporting a wagon filled with apples to the nearest city. They are on their way to sell their harvest and get a new supply of seeds and tools. They will trade with players if they have something they want.
  40. Players encounter a group of 2d4 lumberjacks who are transporting a wagon filled with logs to the nearest city. They are on their way to sell their harvest and get a new supply of tools and food. They will trade with players if they have something they want.
  41. Sudden downpour of blood. It will be red. No crows or ravens in the area. Nothing to be seen. Disturbing.
  42. A large turtle, about two meters long, is seen on the road. As the party approaches, it waddles off into the darkness of the swamp.
  43. The party notices a faint, wet stench in the air.
  44. The party hears a strange growling sound, coming from nearby. It sounds like an animal.
  45. The party observes an odd sight: a small, swampy island, with a single rock on it. Floating on the water, perhaps 20′ above the surface, is a large rock.
  46. The party passes an area where the trees are unusually thick and tall.
  47. A small band of 2d6 swamp goblins charges the party, eager to prove their worth to the tribe by killing some outsiders!
  48. A small, clear pond of water creates a small pool of calm water in the center of the swamp. The water glows slightly, as if a small fire were under it. When the party moves closer to investigate, a giant alligator lunges out of the water and attacks!
  49. A pack of wolves (2dappear from nowhere and attack the party. The wolves are unusually large and powerful.
  50. A group of 3d6 swamp goblins has been captured by a group of lizardfolk. The lizardfolk are holding the goblins prisoner.
  51. Zz’g’a, a black dragon, along with a group of 1d4+2 black dragon hatchlings, has been terrorizing the local area.
  52. You see a group of 1d4+4 goblins fighting with a group of 1d4+4 orcs.
  53. A group of 1d4+5 humans are trying to capture a giant spider.
  54. A group of 1d4+5 humans are trying to capture a giant snake.
  55. You see a group of 1d4+2 dwarves trying to capture a giant spider.
  56. A group of 1d4+4 elves are trying to capture a giant snake.
  57. A group of 1d4+5 humans are trying to capture a giant snake. They were hired by the local village to do so. It is their job to capture and remove the threat to their village.
  58. A group of 1d6+6 orcs are terrorizing the local area.
  59. A group of 1d4+6 orcs are terrorizing the local area.
  60. A group of 1d4+6 goblins are terrorizing the local area.
  61. Pools of golden light shine from the ground. They are 150′ in diameter and will teleport anyone who steps on them to a distant location. They will teleport a person back to the same place or to a nearby location, depending on the mood of the teleportation.
  62. A group of beautiful women are walking through the swamp. They are on their way to a nearby city and want to get to the city quickly. They are willing to pay anyone who can help them get to the city quickly.
  63. A group of hunters are walking through the swamp. They are on their way to a nearby city and want to get to the city quickly. They are willing to pay anyone who can help them get to the city quickly.
  64. A group of halflings are in the swamp looking for mushrooms to eat. They are willing to share their mushrooms with others.
  65. A group of men are in the swamp looking for snakes to eat. They are willing to share their snakes with others.
  66. A group of men are in the swamp looking for crocodiles to eat. They are willing to share their crocodiles with others.
  67. Four men are walking through the swamp. They are on their way to a nearby city and want to get to the city quickly. They are willing to pay anyone who can help them get to the city quickly.
  68. A group of men are in the swamp looking for crocodiles to eat. They are willing to share their crocodiles with others.
  69. Two men are walking through the swamp. They are on their way to a nearby city and want to get to the city quickly. They are willing to pay anyone who can help them get to the city quickly.
  70. A group of men are in the swamp looking for oryxes to hunt. They are willing to share their oryx meat with others.
  71. Bodies of 2 dead hill giants are floating in the swamp. 1d4+1 hill giant wyverns are circling above them.
  72. A party of 2d6 goblins are trying to catch a crocodile.
  73. A party of 2d6 ogres are hunting crocodiles.
  74. A crocodile strikes at a party of 2d4 elves, who barely avoid it!
  75. A party of 2d6 elves is searching for a rare flower that grows in the swamp.
  76. A party of 1d4+1 ogres are hunting elk in the swamp.
  77. A party of 1d4+1 ogres is hunting crocodiles in the swamp.
  78. A party of 2d4 dwarves is mining for gold in a small, nearby cave. They have a map that shows the location of treasure in the swamp, but it isn’t accurate and leads them into danger.
  79. A party of 2d4 dwarves is mining for gold in a small, nearby cave. They have a map that shows the location of treasure in the swamp, but it isn’t accurate and leads them into danger.
  80. A party of 1d4+1 elves is searching for a rare flower that grows in the swamp.
  81. Mutation: A group of 2d6 rangers from the nearby town are in the swamp hunting for the source of a strange mutation. They are all mutated to different degrees. They are looking for the source of a strange light that is seen in the swamp at night, but as they move further into the swamp, they don’t realize that they’re getting closer to the strange, mutated creatures.
  82. Voodoo: The players encounter a Voodoo priestess who is preparing to make a sacrifice to her god. She will try to convince the players that they can fight off the zombie horde if they drink a special tea made from strange mushrooms that grow in the swamp.
  83. Radio: The players hear a radio broadcast from a radio station that is broadcasting from the nearby city. The broadcast is about how dangerous the swamp is.
  84. Campfire: A group of 5d4 hunters near a campfire who have been hunting in the swamp for weeks have seen strange creatures and are thinking about turning back. They have found the creatures to be extremely dangerous, but they are not sure just how dangerous they are.
  85. Pirates: A group of 3d6 Pirates are on their way to a hidden cove, but they don’t realize that they’re getting closer and closer to the mutated creatures in the swamp as they sail through it. If they get too close, they’ll have to fight them and their pets!
  86. Treasure Map: A treasure map has been found and it leads to a dangerous place – the heart of the swamp!
  87. Insects: A group of 2d4 wizards are studying strange insects in the swamp. They will trade with players if they bring them rare insects from other places.
  88. Road: The road through the swamp has been washed out by flooding and has collapsed into a pit of quicksand.
  89. Mutation: A group of 2d4+4 wererats are fleeing from a werewolf who is hunting them down. They will offer players information about the werewolf if they can help them defeat him.
  90. Portrait: A group of 2d6+3 villagers stumble upon the players while they are wandering through the swamp. They will ask them to help them with a problem they’re having with a portrait that has begun to move and talk.
  91. Muddy ground ahead! The party sees a group of villagers walking through the swamp. They are trying to get away from a group of lizardfolk who are chasing them.
  92. A group of lizardfolk are attempting to capture a group of villagers. The villagers are trying to escape.
  93. A group of lizardfolk are celebrating near a campfire. They are drinking and singing songs about their many battles with villagers.
  94. A group of lizardfolk are arguing about whether or not to attack a group of villagers who are nearby.
  95. A group of lizardfolk are climbing out of the swamp and onto dry land. They seem to be leaving the area for good.
  96. The party comes across a group of men who are watching the party suspiciously. They appear to be bandits, but they aren’t doing anything bad at the moment.
  97. A group of men are standing on the edge of a cliff, looking down into the swamp below them with disgust on their faces. They are talking about how horrible the swamp is.
  98. The party sees a group of men standing near the entrance to a cave. They appear to be guarding the cave entrance, but they don’t seem interested in stopping or talking to anyone passing by.
  99. The party comes across a man who is standing at the exit of a cave. He tells them that he has been lost in the cave for hours and he’s starting to get really scared because he doesn’t know how he’s going to find his way out again. He asks the players if they can escort him back to the entrance so he can get back home. He will pay them 1d10 silver pieces for saving him.
  100. A halfling has a riddle: ‘I am like an arrow that flies through the air and hits its target every time. What am I?’ Answer: ‘A lucky shot!’ If players guess, they win 2d20+20 gold.

More Swamp Random Encounter Tables 5e

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