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group's journey passes safely. Otherwise, if more of the DROWNED FOREST RANDOM ENCOUNTERS
party's check totals are less than 10 than greater than
d20 Encounter
10, the party accidentally stumbles across and awakens
1-3 ld4 awakened trees
a stand of shriekers. Their keening wail draws monsters
to the area. 4- 5 2d6 zombies
Forest Oddities. The Abyssal influence on this region 6-7 ld3 shambling mounds
is responsible for a variety of strange effects and weird 8-9 2d4 myconid adults and 1 myconid sovereign
events. You can use the Drowned Forest Oddities ta- 10 3d6 stirges
ble to inject a sense of the surreal as characters travel 11 1 d3 trolls
through the region. Roll a d20 or pick from the table 12 2d4 gnolls and l gnoll pack lord
once per day of travel, and add new elements of your 13 1 water elemental
own invention if you use up the table's entries. 14 1 vrock
15 2d6 manes
DROWNED FOREST ODDITIES
16 2d4 dretches
dl 0 Encounter 17 ld8 bullywugs
A human zombie is chained to a wooden stake driven 18 ld4 vine blights
into the ground. The remains of many other zombies 19 2d8 twig blights
lie nearby. A successful DC 10 Intelligence (Investi- 20 2d4 needle blights
gation) or Wisdom (Survival) check reveals evidence
that the zombie is being used as target practice. HOOL MARSHES
2 A 20-foot-diameter hut made from animal bones and The treacherous Hool Marshes are notorious for pools
dry branches looms out of the swamp. The floor of of water that seem easy to cross but hide deep wells and
the hut is covered with humanoid teeth. layers of mud. The area is full of tall, sickly trees and
3 Visible from half a mile away, smoke rises from great swarms of biting insects. None but the desperate
venture into this place, making it the ideal hiding place
a shrine built on large stones and dedicated to
for outlaws or raiders.
Semuanya, god of the lizardfolk.
Stinging Insects. The vast number of mosquitoes and
4 A hunter's shack has been overtaken by slimy moss.
other pests in the marshes makes camping difficult. If
Inside the shack, a humanoid skeleton lies on the
the party tries to take a short or long rest, one character
earthen floor; its exploded chest is, mysteriously, the
must make a DC 15 Wisdom (Survival) check. On a suc-
source of the moss. cessful check, the group gains the benefit of the rest. On
S A 20-foot-diameter pit is filled with fetid seawater. a failed check, the insects prove too bothersome and the
Zombified starfish, anemones, and other tiny, harm- group gains no benefit from the rest.
less aquatic beasts dwell in the stinking pond. Random Encounters. The Hool Marshes Random
6 A pile of rusted farm tools sits in the center of a Encounters table provides ideas for the sort of encoun-
20-foot·diameter clearing. ters that can take place here. Check for an encounter
7 An abandoned carriage is home to a black pudding. once per day by rolling a d20. On an 18 or higher. the
characters have an encounter at some point during the
A variety of fancy but acid-scorched clothing lies
day or night (equal chance of each): roll a d20 again and
gummed within the cab.
consult the table.
8 An intact sailing ship sits in the branches of a
low-growing grove of trees. The branches move in the
HOOL MARSHES RANDOM ENCOUNTERS
wind and emulate the motion of the sea.
d20 Result
9 A 40-foot-tall sculpture of a toad made from animal
1-3 2d10 bullywugs
waste emits a foul smell discernible from up to a mile
4-5 2d6 bandits
away. Five swarms ofinsects gather around it.
6-7 2d4 vine blights with ld6 needle blights
10 A SO-foot-diameter pool of pure clean drinking water
8-9 l d4 poisonous snakes
calls out to creatures who are within 100 feet of it.
10 3d6 rats
Those who understand at least one language hear
11 ld6gianttoads
their names being called.
12 ld4 crocodiles
13 2d6 kobolds
Random Encounters. The Drowned Forest Random
14 2d6 lizardfolk
Encounters table provides ideas for the sorts of encoun-
ters that can take place here. Check for an encounter 15 l hydra
once per day by rolling a d20 (if the characters do not 16 1 shambling mound
already attract monsters by stumbling across shriekers). 17 1 green hag and ld3 will-o'-wisps
On an 18 or higher, the characters have an encounter 18 ld3 trolls
at some point during the day or night (equal chance of 19 1 d4 ochre jellies
each); roll a d20 again and consult the table. 20 1 young black dragon
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lll\l''ll'f.tl SALTMARSH

