Page 86 - ghosts-of-saltmarsh
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Because the crocodile's lair lies close to a possible
              route of approach of a sahuagin attack, the lizardfolk
              dare not leave the area unpatrolled  .
            •  There would be no violation of sacred taboo if the
              adventurers were to kill the giant crocodile on the
              queen's behaJf. ln fact. the queen demands the head of
              Thousand Teeth be brought to her so that she might
              add it to her collection.
              If the party agrees to solve the tribe's crocodile prob-
             lem, Queen Othokent offers them a vile-tasting flask of
             swamp water mashed with various roots (a potion of
            superior healing).

             LAIR OF THE DEVOURER
             Thousand Teeth's pool is located along the Dun-
             water River. about twelve miles inland from the
             lizardfolk lair.
             TRAVELING TO THE POOL
             Traveling through the marsh is a dangerous propo-
             sition. The characters can choose between a direct
             overland route or a winding route that follows the
             banks of the Dunwater River.
              Trudgjng Through the Marsh. The marsh is dif-
             ficult terrain, which turns the 12-mile trek into an
             8-hour  journey (assuming a normal pace). For each
             hour the characters travel this way. they have a 50
             percent chance of facing a random encounter (see the
             Marsh Random Encounters table).

             MARSH  RANDOM  ENCOUNTERS
               d8   Result
                   6 hungry giant frogs
                                                                shallow valley, you arrive at a large pool of  brackish water.
               2   1 troll eating crabs
                                                                The pool is sixty feet in diameter and shaded by a canopy
               3   2 cult fanatics performing a ritual
                                                                of  vines and twisting branches. A gurgling stream at 1ts
               4   3 swarms of  insects (wasps) defending their nest
                                                                northern edge feeds the pool.
               S   1 druid (evil-aligned) and two swarms of  rats
                                                                  A few yellowed bones are visible 1n  the shallows,
               6   4 lizardfolk (not from the queen's lair)
                                                                and you  see a great muddy mound rising from the
               7   1 injured (half  hit points) treant beset by 6 swarms
                                                                pool's center.
                   of  rats
               8   2 ogres, lost in the marsh
                                                               The pool is 8 feet deep at its center. The water is pol-
               While traveling through the marsh, the characters   luted from the rotting remains of Thousand Teeth's
             also likely encounter one or more of the hazards pre-  meals. and any creature that ingests more than a spoon-
             sented in the "Hazards in the Marsh" sidebar at the be-  ful  must succeed on a DC 12 Constitution saving throw
             ginning of this adventure.                        or be poisoned for 1 hour.
               Following the Riverbank. The river snakes through   In addition to Thousand Teeth (see appendix C) in
             the marsh for nearly twenty miles before arriving at   its muddy mound. two giant constrictor snakes lurk
             Thousand Teeth's pool. The riverbank is difficult terrain.   in the canopy  of vines and drop down on unsuspecting
             and following it from the lizard folk lair to the pool takes   creatures that linger too long at the pool's edge. A char-
             l 3 hours (at normal pace). The riverbank route offers a   acter who has a passive Perception score of 15 or more
             better chance of  avoiding random encounters. For every   notices the snakes before they attack.
             3 hours the characters travel along the riverbank, they   Development. Thousand Teeth currently sleeps in its
             have a 50 percent chance of facing a random encounter.   muddy mound. Its nose is nearly invisible where it pokes
                                                               above the water. If  any creature enters its pool. or if loud
             POLLUTED POOL                                     sounds are made near the pool's edge (such as combat
                                                               with giant snakes). the crocodile awakens and slides
                                                               through the water to investigate. If it does interrupt com-
               The ground slopes downward into a tangle of  marsh
                                                               bat with the canopy-dwelling serpents, the snakes flee
               trees and a blanket of  mist. Squishing your way into the
                                                               into the trees to escape.
                                                                                < 11  '!'Tl I!   AN  £RAT  PL'\\\"-1£1!
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