Page 26 - ghosts-of-saltmarsh
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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
                                                                                                              --
                                                                                                                 ~
                                                                                         lll\l''ll'f.tl  SALTMARSH
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