Page 86 - ghosts-of-saltmarsh
P. 86
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!

