Page 27 - ghosts-of-saltmarsh
P. 27
OUNWATER RIVER AZURE SEA
The Dunwater River meanders its way into the Azure
The Azure Sea has long been a turbulent body of water
Sea. It is a broad, slow-moving body of water. choked
in every sense. Its storms have sent countless ships to
with reeds and too shallow in many spots to allow boats
their doom, and warfare of one sort of another is con-
other than rafts to traverse it.
ducted across its surface all the lime. Pirates affiliated
The Dunwater's nature makes it an ideal stalking
with the Sea Princes, along with independent ma-
ground for bandits. Outlaws and evil humanoids build
rauders, prey on ships that attempl to cross the ocean.
temporary forts along the river, keeping a watch out for
Strange monsters, including vicious dinosaurs from the
anyone trying to make their way along its length. Some
Amecliojungle in the far south, emerge from below from
gangs stretch chains across the water to impede the
time to time.
path of a boat or raft, leaving it vulnerable to an attack.
Despite all these actual and potential dangers, several
Somewhere along the river (accounts vary as to the
realms rely on the sea for waterborne trade. By tracing
exact location) stand the overgrown ruins of a tower that
a route in and through the Azure Sea. merchant vessels
once housed an order of alchemists. The alchemists
can reach almost every important trading realm in the
came to an explosive end when an experiment caused
world of Grey hawk.
the tower's upper level to explode and several vats of
chemicals to burst and Rood the tower's basement. The SHIPWRECKS
resulting mixture attained a vague sentience, trans- The waters of the Azure Sea have claimed many ships,
forming into a great number of oozes that now plague whether through natural causes or as the result of naval
the r iver. The oozes encountered in the river have combat. Some shipwrecks. such as the ones described
swimming speeds equal to their normal speeds and can below, arc notable for the treasures they hold. Located
breathe both air and water. in shallow, coastal waters, these wrecks are accessible
Random Encounters. The Dunwater River Random to those who have the magic. cunning, and courage
Encounters table provides ideas for the sort of encoun- needed to loot them. (The sites are not marked on the
ters that can take place here. Check for an encounter map. giving you the flexibility to place them where you
once per day by rolling a d20. On an 18 or higher, the want and change any of their particulars.)
characters have an encounter at some point during the Sinker. Located in just 15 feet of water. this small
day or night (equal chance of each); roll a d20 again and fishing boat is named for the exquisite, silvered fishing
consult the table. pole its prior owner once possessed. The fishing pole,
worth 200 gp, rests with the wreck. Unfortunately for
0UNWATER RIVER RANDOM ENCOUNTERS treasure seekers, a giant crab makes its lair in the
d20 Result boat's remains.
1-3 2d6 bandits Escape. This sailing ship was a renowned blockade
runner before it was run down and destroyed by ships
4 ld4 gray oozes
of the Sea Princes. Its wreckage is scattered ac a depth
5 ld6 ogres
of 30 feet. A waterproofed treasure chest inside the bro-
6-7 ld3 crocodiles
ken hull bears the lion rampant emblem of Keoland and
8-10 2d6 bullywugs
holds 500 gp. Two swarms of quippers prowl the area
11-12 1 black pudding
in search of a meal.
13 1 gelatinous cube Curiosity. This galleon belonged lo the mage Morden-
14-15 2d4 lizardfolk kainen, who dispatched it to a distant shore in search of
16 1 shambling mound treasure. The ship sank in a mysterious and especially
17- 19 ld3 ochre jellies ferocious storm. A convincingly crab-like apparatus of
20 1 young black dragon Kwalish being transported in its hold remains at the sea
bottom. but a marilith bound to guard it remains and
SILVERSTAND attempts to slay anyone other than Mordenkainen who
This forest got its name from the silvery sheen that lays a hand on it. The ship sits approximately I 00 feet
marks the leaves and bark of its trees. Long ago. elves below the waves.
from the Feywild crossed the planar boundaries to set-
RANDOM ENCOUNTERS
tle here. Today, several wood elf clans dwell in elegant.
The Coast Random Encounters table and the Azure
wooden structures built among the forest canopy. Not a
Sea Random Encounters table provide ideas for the sort
single creature enters or leaves the forest's boundaries
of encounters that can take place along the seashore
w ithout the knowledge of the elves.
or on the surface of the water. Check for an encounter
The elves of the Silverstand periodically send war par-
once per day by rolling a d20. On an 18 or higher, the
ties to patrol the outer reaches of the Dreadwood. The
characters have an encounter at some point during the
Wild Flame Pact- an alliance struck between the elves.
day or night (equal chance of each); roll a d20 again and
the kingdom of Keoland. and the treants of the region-
consult the appropriate table.
commits all three groups to repelling the monsters that
The Azure Sea table includes entries for several of the
emerge from the forest. At rare times, the elves organize
most notorious pirate vessels that are active in the re-
patrols into the deepest, deadliest regions of the Dread-
gion. These pirate ships are detailed following the table.
wood in hopes of defeating threats in their nascent state.
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