Totally Not GG
Scout by Land: This is a big empty swamp, dotted with periodic islands of land with sparse trees. The swamp is flat, reedy, and ominous. DC 15 Survival notices quicksand, failure results in getting caught in quicksand.
Scout by Air: Same info as Scout by Land, but a DC 30 perception check spots vaguely humanoid bodies in the swamp, seemingly unmoving and dead.
The small islands amidst the swamp (which is for the most part only about 3 or 4 feet deep) are actually heavily trapped, with catapult snare traps adorning every tree and the rest filled with half-buried bear traps. The monsters that lurk in the mud are actually an evolved, highly deviant form of ogrekin. Dressed in ghillie suits with rudimentary snorkels and periscopes, they come forth from the mud to feast on the meat of menfolk when the time of ambush is right.
Catapult Snare Traps (~): http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/catapult-snare-trap-cr-4
Bear Traps (as many as you want, DC 13 Fort Save or contract filth fever): http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/traps/bear-traps-cr-1
Kinfolk Killers (2, add +12 stealth and blindsense, -1 attack and damage for normal longspears, first attack dosed with Large Scorpion Venom): http://www.d20pfsrd.com/bestiary/unique-monsters/cr-7/rukus-graul
Kinfolk Slayers (2, add +12 stealth and blindsense, first attack dosed with Deathblade): http://www.d20pfsrd.com/bestiary/unique-monsters/cr-7/hucker-graul
2 belts of giant strength, 2 amulets of natural armor +1, 2 +1 hides, 2 +1 ogre hooks, 3 potions of cure light wounds, +2 defending heavy flail (hidden and unused, DC 20 perception check to spot it in one of the bear traps)