The Swamp
The characters start on a strip of land surrounded by a stinky and dangerous swamp. Its water is putrid, and the vegetation looks ill and rotten.
If a character should fall into the swamp’s water or simply should move through it, swarms of minuscule leech-like creatures will start to bite him, causing 1d4 piercing damage. Also, the character will have to succeed in a Constitution saving throw (DC 13) or becomes poisoned for 1d4 rounds. These effects are cumulative if a character spends more than one turn touching the water.
If a character should drink the water or swim in it, all the effects are worse (6d4 damage and the poisoned status lasts for an entire day, or until cured), and the saving throw will automatically fail. A thick mist also covers the swamp. The only way to advance to the next area is by following the “dry” path in front of the party. All of the swamp monsters are immune to the effect related to the water.

The Pathway
The path in front of the adventurers is muddy but not particularly difficult to walk on. The mist and the unpleasant smell will follow the party through the entire journey.
Encounter: During the march, the players can spot rotting carcasses of small mammals and alligators, but some of them are swimming, and the adventurers start to notice that they are following them. But wait! They are not simple alligators. They rapidly jump out of the water and reveal themselves, they are Krokers! The party is approached by three of them and they are hostile.
They will try to ambush the party. They are organized and will use simple tactics. They will try to surround the party or split it and attack each member while vulnerable. If the party manages to kill the krokers they will find a dull knife (it deals half the damage of a normal one) embedded in one of the corpses’ flesh and a total of 2d10 SP. They can continue their travel.
Houses
The party reaches a large island with few houses. This land is inhabited by a few wretched people. They look ill and starving due to the poisonous water surrounding them and live in open houses. There is also a bigger house that serves as a social center.
The buildings that still stand are:
> The old Churchù
> The Tavern
> The Fisherman’s house
> The Small house of Dahlia
> The worker’s Shop
