Page 27 - ghosts-of-saltmarsh
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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.
           (H>\1'11'.RI   S1\lf\l\kSll
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