Page 25 - ghosts-of-saltmarsh
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Outer Fringe. The outermost reaches of the Dread-
                                                             d20   Outer Fringe   Middle R eaches   Dreaded Deeps
          wood are as lightly wooded as those of  any other forest
                                                              16   2d4 kobolds   ld3 wraiths   ld3 night hags
          and extend five to ten miles into the woods. This part of
                                                              17   1 unicorn   ld3 gorgons   2d4 shambling
          the forest is as safe as any other woodland, thanks to
          frequent ranger and elf patrols that keep the denizens                            mounds
          of the deeper forest at bay if they try co encroach here.   18   1 troll   ld3 mummies   ld4 oni
          Owlbears, wolves, and a few bandit gangs that elude   19   2d6 hobgoblins  1  d4 + 1 shadows  1 adult green
          the notice of the patrols represent the most common                               dragon
          threats to explorers or travelers.                  20   ld3 ogres   l  vampire   l  death knight
           Middle Reaches. Inside the outer fringe, the forest
          takes on an increasingly sinister character. Even on the   DROWNED FOREST
          brightest days, the thick canopy of greenery threatens to   Perched at the edge of the Hool Marshes, the Drowned
          devour the sunlight. Throughout this middle area, bright   Forest was once a verdant region. A few decades ago.
          light extends no more than 20 feet from any source of   the marsh began to encroach on this area. As the wa-
          illumination, with the normal area of bright light beyond   ter level rose, the forest was transformed into a more
          that range reduced to dim light and dim light turned to   foreboding place. Shambling mounds and blights
          darkness. Those who travel without a source of light   appeared in the forest in increasing numbers while the
          during the day find that the thick canopy casts every-  water rotted away the trees themselves. In time, strange
          thing in dim light, and in some areas the growth over-  mushrooms and fungus sprouted throughout the woods.
          head is so thick that the area below is dark.      Today, the Drowned Forest is perhaps the most dan-
            Dreaded  Deeps. In the heart of the forest, natural   gerous location in the region. The trees remain stand-
          light is unknown. Each step a traveler takes when mov-  ing, but they long ago lost their foliage and are little
          ing through the middle reaches toward the center seems   more than dead, rotting timbers projecting out of the
          to dim the sun's light a little more. until one enters the   mud. Mushrooms and other fungi sprout everywhere. A
          dreaded deeps, where the forest growth is so heavy that   thick cloud of  spores fills the air and blots out the sun.
          it blots out the sky. Sources of bright light shine out to   allowing the unnatural growths to fiourish.
          only a  JO.foot radius. with any normally bright illumina-  Abyssal Incursion. The Drowned Forest is the site
          tion beyond that turned to dim light and dim light made   of  an ongoing Abyssal assault. Years ago. a group of
          dark. Even darkvision suffers. since it functions here at   cultists dedicated to Zuggtmoy shambled into the for-
          a maximum range of 30 feet.                       est. They had long ago succumbed to the fungal spores
            Dark  Dreams. Taking a long rest anywhere in the   that made them into thralls. and Zuggtmoy had a plan
          Dreadwood carries with it the risk of drawing Granny   in mind for them. The cultists possessed a twisted de-
          Nightshade's attention. Each resting character must   canter  of  endless water that tapped into the seas of the
          roll a d20. On a roll of 1. the character suffers horrible   Abyss. By shattering the vessel. they created an unstable
          dreams that leave them marked by the forest. Creatures   portal to that awful realm. Luckily for the folk of  the
          of the Dreadwood gain advantage on all attacks against   region, Zuggtmoy was imprisoned in the ruins of  the
          them for the next day and know the character's name   Temple of Elemental Evil before her plan was complete.
          and personal details, calling to them to journey deeper   Without their mistress's direction, the cultists fell to
          into the forest and serve beside their mistress.   infighting. Today, Abyssal portals still sometimes draw
            Random Encounters. The Dreadwood Random En-     demons to the world, and the fungal spores spread by
          counters table provides ideas for the sort of  encounters   the cult have transformed the forest into a deadly realm.
          that can take place here. Check for an encounter once   Fungal Spores. The air in the forest is thick with
          per day by rolling a d20. On an 18 or higher, the charac-  sickly-colored fungal spores that make breathing diffi-
          ters have an encounter at some point during the day or   cult at times. Characters who expend Hit Dice while in
          night (equal chance of each). The nature of the encoun-  the forest regain only half their normal hit points, and
          ter depends on which region of the forest the characters   after each long rest a character's maximum hit points
          are located in.                                   decrease by 1 per Hit Die. This reduction ends the
                                                            next time a character completes a long rest outside the
          DREADWOOD  RANDOM  ENCOUNTERS                     Drowned Forest.
           d20  Outer Fringe   Middle Reaches   Dreaded Deeps   Malevolent Fungi. A variety of  strange, twisted fungi
                                                            grow among the rotting trees of this region. If a fight
           1-3  2d6 goblins   2d6 skeletons   4d6 skeletons
                                                            breaks out, roll a d20. On a  15 or higher. ld6 violet
           4-5  2d6 elf veterans  ldlO zombies   3d10 zombies
                                                            fungi erupt from where they are hidden around the area
           6-7   3d6 bandits   2d6 hobgoblins   3d4 ghouls
                                                            among debris and mundane plants and mushrooms.
           8- 9   2d4 jackalweres  ld6 bugbears   2d6 specters
                                                            The perpetually soggy fungi tend to attack the loudest
            10   3d6 stirges   2d4 ghouls   2d4 wights
                                                            interlopers.
            11   ld3 vine blights  l d6 specters   ld6 vampire   Shriekers' Call. it's difficult to travel unnoticed in this
                                          spawn             place because of shriekers that are found throughout
            12   2d4 hobgoblins  ld4 green hags   ld6 wraiths   the forest. Rather than check for random encounters as
            13   ld3 dire wolves  l  banshee   2d6 mummies   normal. once per day have each character make their
            14   1  d4 green hags  1 night hag   2d4 +  2 shadows   choice of  a Wisdom (Perception) or Intelligence (Nature)
            15   1  d3 treants   l  lamia   ld3 vampires    check. If any character's check total is 20 or higher, the
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