>[!info] Uncharted Journeys has a strong focus on travelling across vast swathes of land, by foot or mounted, through varied terrain and distinct regions. If your party needs to cross a body of water, this chapter provides some alterations to Roles and the Journey Rules to accommodate travel through seas, rivers, and beyond. ## Scenes [[Scenes]] # Altered Roles When traveling on open seas or rivers, there are [[Open Waters - Altered Roles|Altered Journey Roles]]. # Altered Resting Water vehicles offer more opportunities to rest, as shown in [[Resting at Sea]]. # Changing Tides The other regions in Uncharted Journeys are divided into tables based on Encounter Types. However, the Open Waters section is instead separated based on the body of water the party is travelling through, such as Calm Seas, Rivers, Swamps, and so on. Each table provides ten encounters, with each entry titled based on the type of Encounter they represent. These work in the same way as the Encounter Types described beginning on page 53, bar a few exceptions which are noted below. - **A Chance Meeting:** The [[Leader]]’s Wisdom (Insight) check to determine the mood of the newcomers can be replaced by a Wisdom (Perception) or Wisdom (Navigator’s Tools) check to represent them spying people in the distance through a spyglass. - **Hidden Reserves:** The Group Check to recover supplies can include a Strength (Athletics) check to represent swimming down to sunken wrecks or hauling surface flotsam and jetsam aboard. - **Monster Hunt:** While Tracking the Monster remains the same, Avoiding the Monster can be tackled by party members making an Intelligence (Water Vehicles) check to ensure they are expertly coordinating their efforts to escape the monster. >[!info] LOST AT SEA The following Encounter Types do not appear in the tables in this chapter, as they are less suitable for adventures on the open waters: > - **A Place to Rest** has been removed, as resting on open waters is different than when on land. See [[Resting at Sea]] for more information. > - **Fateful Encounters** have been removed as the ocean is a lonely place with vast distances between landmarks or ships. The feeling of space and distance is an important part of sea voyages, and the characters are less likely to encounter as many folk on their travels on the water. # Weather >[!note] For seas and oceans use the table below. For [[Flowing River]] use the table found there. | 1d10 | Result | | ---- | ------------------------------------------------------------------------------------------ | | 1 | Gusting winds blowing in from the sea | | 2 | Stormy weather moving in from the coast, birthing crashing waves | | 3 | Gentle sea breeze, carrying the scent of salt | | 4 | Thick fog covering the coastlands, dangerously obscuring vision | | 5 | Grey clouds and light drizzle, with the salty sea breeze creating a chilling effect | | 6 | A heavy downpour and churning seas | | 7 | Storm clouds loom ominously over the horizon, while the weather remains still on the coast | | 8 | Clear skies and the wind at your back | | 9 | Strong sunshine reflecting harshly off the waves | | 10 | Cold winds cutting across the coasts, sending mesmerizing ripples along the sea | ^49683e ## Flora and Fauna `dice:[[Swamps#^fccc38]]` ## Points of Interest | 1d9 | Points of Interest | | --- | ------------------ | | | | ## Possible Journeys | | Possible Journeys | | --- | ----------------- | | | | ## Archipelago ***Remember to note [[Journey Rewards]] while this is fresh in your mind!*** | 1d10 | Possible Journeys | | ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | [[A Chance Meeting]] (**DM:** [[Encounter Types#A Chance Meeting]] ): The party arrives at a desert island with a sole coconut tree. A birdwoman sits underneath the tree with an array of trinkets made of coral, woven seaweed, seashells and bone. She lights a pot filled with incense and offers to tell the party their fortune. | | 2 | [[Hidden Reserves]] (**DM:** [[Encounter Types#Hidden Reserves]] ): The ship the party is on approaches a peninsula. Trees bearing delicious edible fruit become visible as they sail closer, but they risk crashing into masses of rocks that rise from the sea. Navigating the ship to shore without colliding with the rocks will be tricky, but those with proficiency with Water Vehicles have Advantage on any check made to harvest these fruits. | | 3 | [[A Bump in the Road]] (**DM:** [[Encounter Types#A Bump in the Road]] ): A sweeping arch of granite once connected two islands of the archipelago, until a disagreement between the inhabitants led to the destruction of the bridge between them. Now the shallow water is studded with a swirling reef of sharp, treacherous rocks. To pass safely through the area, the [[Open Waters - Altered Roles#Bosun\|Bosun]] must make a successful Dexterity (Acrobatics) check. | | 4 | [[Needing Assistance]] (**DM:** [[Encounter Types#Needing Assistance]] ): In a shrill, piping voice, a tiny sentient floating island telepathically requests the help of the party. A great squall has separated it from its parents and the rest of its island chain. The party can guide the island home with either a successful Intelligence (History) or Intelligence (Nature) check. The worried parent islands will reward the party with an abundance of tropical fruits. | | 5 | [[Danger Afoot]] (**DM:** [[Encounter Types#Danger Afoot]] ): A trading vessel sails between ports, crewed by inhabitants of the local islands. Having been attacked frequently by pirates, the traders are wary of other vessels, and prepare to attack from afar and board the ship if necessary (use the Guard stat block). They can be talked out of a fatal fight if the party can convince them that their intentions are good. | | 6 | [[Natural Wonders]] (**DM:** [[Encounter Types#Natural Wonders]] ): A twist in the shore hides a stunning natural bay. A ship could easily hide here unseen from the open water, but the bay itself is also beautiful and unspoilt. The water is crystal clear, and the sand a pure golden colour. Parrots and macaws in spectacular colours fly between the dense foliage. | | 7 | [[Monster Hunt]] (**DM:** [[Encounter Types#Monster Hunt]] ): A Giant Shark has been bothering the fisherfolk from the fishing villages along the coast. The guards of these villages put out a call for adventurers to rid them of this beast, last seen lurking next to a lagoon to the north. According to local gossip, the beast likes to hunt Octopus. | | 8 | [[Old Memories]] (**DM:** [[Encounter Types#Old Memories]] ): A series of intricate and ancient stone bridges connect several islands together, providing access to the towers atop the highest points on the islands. Though abandoned, these buildings remain airy and bright, with crystal and glass cupolas that pattern the floor with colours. Each tower houses a large window that provides a scenic view of the sea and islands. | | 9 | [[A Dark Place]] (**DM:** [[Encounter Types#A Dark Place]] ): A mysterious island looms out of the mist. A sheltered inlet hides a cave mouth lit by torches carved to look like the open maw of a kraken. Inside the cave, a group of Sahuagin are crafting a totem of a terrifying monster from coral. | | 10 | [[Deadly Fight]] (**DM:** [[Encounter Types#Deadly Fight]] ): As the party investigates a lush island, they hear rustling in the trees behind them. Attempts to spot the perpetrator are fruitless. Pushing through the foliage, they spot a webbed nest with eggs that seem to blur in and out of reality, just in time for the pair of Phase Spiders to attack from the trees. | ^c8da76 ## Beneath the Waves ***Remember to note [[Journey Rewards]] while this is fresh in your mind!*** | 1d10 | Possible Journeys | | ---- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | [[A Chance Meeting]] (**DM:** [[Encounter Types#A Chance Meeting]] ): In the ruins of an underwater temple complex the party runs into a group of Sahuagin. As the temple is a sacred space, the Sahuagin are bound to treat the party as guests. It is a good opportunity to talk to this usually hostile species, but outside the temple they will not be so friendly. | | 2 | [[Hidden Reserves]] (**DM:** [[Encounter Types#Hidden Reserves]] ): Sea birds circle above a pod of dolphins encircling a school of tuna. The dolphins are happy to share, allowing the sea birds to swoop in and pick a fish at opportune moments. The party may be able to release a net, carefully avoiding the dolphins and catching lots of tuna fish. | | 3 | [[A Bump in the Road]] (**DM:** [[Encounter Types#A Bump in the Road]]): The seafloor is ruptured by underwater chimneys, the only visible evidence of the vast Dwarven factories that lie beneath the ocean. These stone stacks pump endless clouds of hot violet smoke into the waters, providing nutrients for a variety of creatures but also obscuring the area. The Bosun must pass a Wisdom (Perception) check to find their way through the smoke. | | 4 | [[Needing Assistance]] (**DM:** [[Encounter Types#Needing Assistance]] ): A Svirfneblin in an iron diving suit flags down the party, seeking assistance. Earlier they took their Mastiff (in its own iron diving suit) out for its daily walk, but after bobbing off after a catfish, it failed to return. The party finds the unfortunate animal lodged in a nearby crevice, requiring a successful Strength (Athletics) or Dexterity (Sleight of Hand) check to free it. | | 5 | [[Danger Afoot]] (**DM:** [[Encounter Types#Danger Afoot]] ): A group of Giant Sharks have decided the party will make a nice meal. They will track them from a distance using their sense for blood and disturbances in the water. Once the party pauses for rest they will charge at them like torpedoes. | | 6 | [[Natural Wonders]] (**DM:** [[Encounter Types#Natural Wonders]] ): In the darkest parts of the deep, a faint set of glimmering lights are visible. At night, the lights reveal themselves to be an ancient underwater metropolis populated by Merfolk. The spires, constructed of coral and rare metals, occasionallybrush the surface. | | 7 | [[Monster Hunt]] (**DM:** [[Encounter Types#Monster Hunt]] ): The ruins of an ancient temple lie beneath the waves after a cataclysm. Water Elementals guard this temple and its riches. The remains of unsuccessful treasure hunters litter the outer grounds of the temple, some in gruesome states. The Water Elementals warn would-be intruders by blowing angry jets of water and bubbles. | | 8 | [[Old Memories]] (**DM:** [[Encounter Types#Old Memories]] ): An army of petrified Merfolk warrior priests and champions lie half-buried on the ocean floor. A great battle between two mer-kingdoms took place here. It ended tragically when a wayward mage made a mistake and cast a spell that turned everyone on the battlefield to stone. | | 9 | [[A Dark Place]] (**DM:** [[Encounter Types#A Dark Place]] ): Black water bubbles out from this area of the seabed, tinging the water beyond its borders with a slow but inevitable corruption. At the heart of this inky water is an area where huge cracks open to reveal a volcanic glow beneath. The nearby sea creatures are twisted in horrifying ways by whatever comes from beneath the ocean floor. | | 10 | [[Deadly Fight]] (**DM:** [[Encounter Types#Deadly Fight]] ): The Merrow who live in the ancient bones of a huge sea creature have chained the corpses of their victims along the borders of their territory. The waters are too dim to see the bodies at first, and Wisdom (Perception) checks are made at Disadvantage. The Merrow have a glittering hoard of treasure if the party can defeat them without joining the corpses on the seabed. | ^b3be74 ## Calm Seas ***Remember to note [[Journey Rewards]] while this is fresh in your mind!*** | 1d10 | Possible Journeys | | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | [[A Chance Meeting]] (**DM:** [[Encounter Types#A Chance Meeting]] ): A group of Merfolk mothers are hosting a playdate for their children, enjoying swimming games and playing music on coral instruments. They invite the party to join their fun. While they have no ill intentions, they forget the party may not be able to breathe underwater, and this may lead to trouble. | | 2 | [[Hidden Reserves]] (**DM:** [[Encounter Types#Hidden Reserves]] ): In shallow waters not too far from a beach is a large bed of giant oysters. While valuable for their meat alone, there is always the chance of finding a pearl within the shellfish. The oyster bed is actually a farm so more than usual contain pearls, though the farmer might not be pleased should they catch the party in the act. | | 3 | [[A Bump in the Road]] (**DM:** [[Encounter Types#A Bump in the Road]]): The party enters a part of the sea that is preternaturally calm. The ocean surface becomes smooth as a mirror while the warm winds first slacken, then die altogether. Marooned in this area of absolute calm, the Bosun must pass either an Intelligence (Nature) check to rediscover the winds or a Constitution (Athletics) check to row to safety. | | 4 | [[Needing Assistance]] (**DM:** [[Encounter Types#Needing Assistance]] ): A terrible wail of fear draws the party towards a Merfolk washed up on the shore. It is caught in a fishing net, and the net’s wicked barbs are tearing the creature’s flesh. The Merfolk’s cries risk drawing those who laid the trap near unless the party succeeds at a Wisdom (Survival) check to untangle the knots. | | 5 | [[Danger Afoot]] (**DM:** [[Encounter Types#Danger Afoot]] ): The ship sails near a coral reef, where a group of wayward Mud Mephits have made their home. The Mephits don’t like intruders and will drive anyone away from their territory. Ill suited to their new home, their speed is halved while underwater as the currents drag against their muddy forms. | | 6 | [[Natural Wonders]] (**DM:** [[Encounter Types#Natural Wonders]] ): Beneath the waves, kelp forests encircle a beautiful natural garden of coral and seaweed. Fish dart playfully from intricate lattices of red and gold. The dappled rays of the sun reflect from the fine porcelain sand, creating illusory waves of light that dance against shades of blue and green. | | 7 | [[Monster Hunt]] (**DM:** [[Encounter Types#Monster Hunt]] ): Stories abound in this area of a terrifying lobster beast that steals magic items from its victims. A pouch of spell components still floats in the sea, along with splinters of wood smashed apart by pincers of great strength. The magic items the Chuul has encrusted onto its carapace give a trail to follow with a successful Intelligence (Arcana) check. | | 8 | [[Old Memories]] (**DM:** [[Encounter Types#Old Memories]] ): A coral reef is a living temple to a sea god, coaxed and shaped by careful aquatic gardeners over centuries. Since its custodians have left it to grow, the reef has spread beyond its neat twisted columns and elegant balconies into something more chaotic, but the beauty of both its tamed form and its natural rebellion can still be seen. | | 9 | [[A Dark Place]] (**DM:** [[Encounter Types#A Dark Place]] ): A ship moves through the water silently when there is not a breath of wind to stir its limp sails. It is encrusted with barnacles and the smell of salt and rot rises from it. The sailors move in strange, juddering ways and, as they all turn to stare at the party with their dead eyes, it is clear that they are Zombies. | | 10 | [[Deadly Fight]] (**DM:** [[Encounter Types#Deadly Fight]] ): A ship empty of people floats on the horizon, its galley loaded with treasure. The treasure chests are all Mimics that attack when approached. The ship itself is an enormous floating Mimic, eager to devour greedy adventurers as soon as they open a chest, or ram the boats of those more restrained. | ^1728e5 ## Frigid Oceans ***Remember to note [[Journey Rewards]] while this is fresh in your mind!*** | 1d10 | Possible Journeys | | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1 | [[A Chance Meeting]] (**DM:** [[Encounter Types#A Chance Meeting]] ): A ship of explorers is seeking to reach the centre of a glacier that a previous expedition failed to reach. They invite the party to exchange information on the nearby seas and to dine with them. The party quickly realises that the explorers are unprepared for the dangers ahead, but they are arrogant about reaching their goal in record time. | | 2 | [[Hidden Reserves]] (**DM:** [[Encounter Types#Hidden Reserves]] ): The party comes across a cave a nearby community has used as a winter store. Several fish have been gutted and prepared and then covered in water which has frozen over to preserve them. Once thawed out they are all ready to be cooked. While the meal would be filling, it also leaves the local people without their stock of food. | | 3 | [[A Bump in the Road]] (**DM:** [[Encounter Types#A Bump in the Road]]): Icebergs litter the sea ahead of the party’s vessel, and eventually grow thick enough to block their path. Crashing through them causes the ice to break loose, but it closes around the ship. A Wisdom (Survival) or Intelligence (Nature) check will show where the ice is weakest, and allow the ship safe passage. | | 4 | [[Needing Assistance]] (**DM:** [[Encounter Types#Needing Assistance]] ): A shiver of sharks chase an orphaned baby orca whale. The baby’s cries are loud and sharp, accented with fear. The party can drive away the sharks with a successful Wisdom (Animal Handling) check. If successful, following the orca whale will lead them to an unusually lush island where a *Ring of Warmth* can be found in the grass. | | 5 | [[Danger Afoot]] (**DM:** [[Encounter Types#Danger Afoot]] ): Passing through a region of clashing ice floes, the party find themselves encircled by small plates of ice. These mini-bergs are hollow, fitted with rudimentary pedal-powered mechanisms. Once these piloted floes are in place, their designers leap out of hidden portholes and fall upon the party: ice-blue Lizardfolk draped in thick winter furs. | | 6 | [[Natural Wonders]] (**DM:** [[Encounter Types#Natural Wonders]] ): Ribbons of light shimmer across the sky like a glowing path. As a sailor plays a tune, the lights seem to dance and pulse in time with the music and they move off in a clear direction towards a far horizon. The legends say that those who follow the Crown of Light will reach their hearts' desire. | | 7 | [[Monster Hunt]] (**DM:** [[Encounter Types#Monster Hunt]] ): Villages along the frozen sea speak of a monster that comes at night, tearing apart houses and leaving destruction in its wake. If this trail is followed, the party spies a frozen Water Elemental building and furnishing a house of ice. Trapped within the Elemental is the mind of its Mage creator, obsessed with building a facsimile of the life she once led. | | 8 | [[Old Memories]] (**DM:** [[Encounter Types#Old Memories]] ): In pale pastel shades, a great palace of ice is built into the side of an iceberg. Who had the skill to sculpt its cyclopean halls none can say. What is seen above the surface only hints at the size of the palace. It extends beneath the surface where vast, shadowed passages are filled with slinking shapes. | | 9 | [[A Dark Place]] (**DM:** [[Encounter Types#A Dark Place]] ): The party reaches an island, a wide snowfield, blindingly bright and utterly bleak. A single cabin is barely visible through the glare of sunlight on snow. A meltwater stream flows from inland, pinkish in hue, before the party spots a mutilated corpse floating downstream in a river of blood that stains the virgin snow. | | 10 | [[Deadly Fight]] (**DM:** [[Encounter Types#Deadly Fight]] ): Sailing through a blinding blizzard, the party drift dangerously close to another boat manned by a figure swaddled in billowing cloaks. When they realise the party has spotted them, the Mage shouts an incantation, summoning an Invisible Stalker to board the vessel. They are a fugitive, unwilling to let any witness to their escape live. | ^f8ff25 ## Jungle Rivers ***Remember to note [[Journey Rewards]] while this is fresh in your mind!*** | 1d10 | Possible Journeys | | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | [[A Chance Meeting]] (**DM:** [[Encounter Types#A Chance Meeting]] ): The party runs into a herbalist making their way along the river looking for healing plants to restock their supplies. The herbalist is actually an Assassin looking for ingredients for deadly poisons. They have no desire to hurt the party, unless they get in their way. | | 2 | [[Hidden Reserves]] (**DM:** [[Encounter Types#Hidden Reserves]] ): The party uncovers a large canoe tangled up in foliage in the riverbank. The only occupant is a skeleton peppered with arrows. Under a tarpaulin are several crates of trade goods that are still in good condition as well as some preserved food and weapons. | | 3 | [[A Bump in the Road]] (**DM:** [[Encounter Types#A Bump in the Road]]): The river narrows and begins to speed through a tight valley. Sharp rocks push up through the waters, causing treacherous eddies and swirling pools. Navigating this stretch of whitewater becomes increasingly difficult, the safe course changing every few seconds. To survive the rapids the Bosun must pass a Constitution (Nature) check. | | 4 | [[Needing Assistance]] (**DM:** [[Encounter Types#Needing Assistance]] ): Wading in the river are two Ogre fishermen on precarious stilts. They drag behind them chunks of rancid meat, bait for the aquatic Giant Centipedes that crawl along the riverbed. As the party approaches, one Ogre snags the largest Centipede she’s ever seen. If the party helps to land the creature with a Strength (Athletics) check, the Ogres welcome them to the feast. | | 5 | [[Danger Afoot]] (**DM:** [[Encounter Types#Danger Afoot]] ): Either side of the river is a large colony of Stirges. They prey on anything passing by. The remains of other vessels on the banks attest to this. If the party can row past slowly and quietly they might be able to gain the upper hand against these creatures. | | 6 | [[Natural Wonders]] (**DM:** [[Encounter Types#Natural Wonders]] ): As shown by the bizarre colouration of the nearby vegetation, this segment of the river has been affected by a magical accident. Before the party, the river lifts off the ground, rising into a loop-de-loop that arcs overhead before settling back down to travel on as normal. Though the party is inverted for the duration, the river’s magical gravity keeps them safely in place. | | 7 | [[Monster Hunt]] (**DM:** [[Encounter Types#Monster Hunt]] ): A group of local villagers asks the party to drive off a Giant Crocodile that lives on the river bank. They believe it is a local god and only want it driven away, not killed, and will panic if the fight becomes fatal. The creature has no problem with using deadly force on the party. | | 8 | [[Old Memories]] (**DM:** [[Encounter Types#Old Memories]] ): A half-submerged tiger statue leads the party into a temple complex. The Monks here practised deliberate lycanthropy and there are images around the walls of mighty warriors and devoted healers taking the forms of tigers, jaguars, bears and boars. The last remains of a ritual to bless a new line of Monks has withered on the altar. | | 9 | [[A Dark Place]] (**DM:** [[Encounter Types#A Dark Place]] ): A tributary of the river leads to a place where overhanging branches knotted with moss plunge everything into gloom. The water is stagnant and sluggish here and the jungle nearby is strangely quiet. A roughly-made set of buildings sits at the water's edge — a bandit hideout where people are imprisoned as hostages or killed and thrown to the alligators. | | 10 | [[Deadly Fight]] (**DM:** [[Encounter Types#Deadly Fight]] ): A pack of Gnolls have caught a Troll with a magical collar and drive it towards the party with triumphant hyena chattering. The Troll cuts a swathe through the jungle with its immense strength. Fleeing will be perilous as both water and land are choked with vines and roots. The Gnolls wait eagerly at the back for the spoils. | ^c994cd ## Lakes ***Remember to note [[Journey Rewards]] while this is fresh in your mind!*** | 1d10 | Possible Journeys | | ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | [[A Chance Meeting]] (**DM:** [[Encounter Types#A Chance Meeting]] ): Sculling themselves along on floating platforms of webbing, a group of Ettercap bards sing a selection of ribald and bawdy songs to the delight of boaters and bathers alike. Nothing happens on the lake that escapes the notice of the Ettercap band. They are an unrivalled source of news and gossip, happily divulging all they know for gold and blood. | | 2 | [[Hidden Reserves]] (**DM:** [[Encounter Types#Hidden Reserves]] ): A pleasure boat full of very drunk nobles decides the party is extremely entertaining just from a look at them. They invite them to join their luncheon as long as they share stories of their adventures and play up a little. The food and drink on offer is superb and the nobles will not stint in sharing. | | 3 | [[A Bump in the Road]] (**DM:** [[Encounter Types#A Bump in the Road]]): A lakebound Dragon Turtle has decided to take a rest in the party’s path. It may be sleeping on a beach path or resting in the shallows, blocking river traffic. Waking it up is not a good idea as it will be very upset, so the Bosun must direct a stealthy diversion with a Dexterity (Stealth) check. | | 4 | [[Needing Assistance]] (**DM:** [[Encounter Types#Needing Assistance]] ): An egotistical knight calls to the party from a sinking dinghy, needing saving. In his heavy plate armour, he will sink quickly to the lake floor, though he is extremely hesitant to remove his ancestral plate. A group Dexterity (Sleight of Hand) check can doff his armour quick enough to avoid him sinking his ship, and when removed he stands proudly in nothing but armoured underwear. | | 5 | [[Danger Afoot]] (**DM:** [[Encounter Types#Danger Afoot]] ): A group of Bandits in gaudy costumes masquerade as tour guides, bringing wealthy tourists out to see the Really Magical Fairy Islands in the lake. The enchanted, wish-granting inhabitants of these isles only appear if your hands are bound and you wear a bag over your head. The Bandits have become adept at faking high-pitched voices. | | 6 | [[Natural Wonders]] (**DM:** [[Encounter Types#Natural Wonders]] ): At the same time each winter day, as the sun sets behind a low range of mountains, the light is caught in a crevice. It forms a beam of amber light that reaches out across the lake as darkness falls, drawing a line of dying sunlight across the water where fish attempt to leap across in one jump. | | 7 | [[Monster Hunt]] (**DM:** [[Encounter Types#Monster Hunt]] ): A Plesiosaurus has been sighted in the lake, the source of many legends in the area. If the party succeeds on Tracking the Monster, they learn that it only comes out at night to hunt. Fanatics will pay a handsome reward to those who find evidence of this fabled creature. | | 8 | [[Old Memories]] (**DM:** [[Encounter Types#Old Memories]] ): Drifting across the lake, seemingly dragging its own fog in its wake, comes an ancient wooden vessel, dragon-prowed and with shields lining its sides. Upon it, dressed in fine fabrics and surrounded with funeral goods, is a desiccated corpse, arms crossed upon their chest. There is evidence of where a fire was started but failed to take hold. | | 9 | [[A Dark Place]] (**DM:** [[Encounter Types#A Dark Place]] ): Just breaking the surface of the lake are weathered pillars of black stone. Glimpsed in the depths, more shadow than substance, is a vast submerged structure, possibly a temple, possibly a factory. In the deepest darkness, seen only for moments, are dull red lights. On still nights one can hear the sound of bells, and the grinding of wheels. | | 10 | [[Deadly Fight]] (**DM:** [[Encounter Types#Deadly Fight]] ): A Hydra has recently moved into an underwater cave near the bay. It raids the nearby seaside town and attacks ships that sail by. Sailors and townsfolk speak of a telltale sign that the monster is approaching, and that is its awful stench, which can be detected from at least 100 feet away. | ^91cb22 ## Pirate Territory ***Remember to note [[Journey Rewards]] while this is fresh in your mind!*** | 1d10 | Possible Journeys | | ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | [[A Chance Meeting]] (**DM:** [[Encounter Types#A Chance Meeting]] ): The party’s ship is approached by a group of customs inspectors (use the Scout stat block) who want to see the ship’s cargo. While they are legitimate, they are actually being bribed by a local pirate to tell them of any cargo worth stealing that they find. If the party carries treasure, pirates will soon be on their trail. | | 2 | [[Hidden Reserves]] (**DM:** [[Encounter Types#Hidden Reserves]] ): On a quiet part of a deserted island the party find a group of dead pirates all lying around a treasure chest that seems to have been recently dug up. It appears there was an argument over the division of the spoils that no one won, and the treasure is there for the taking. | | 3 | [[A Bump in the Road]] (**DM:** [[Encounter Types#A Bump in the Road]]): Some enterprising individual has been mass producing counterfeit treasure maps, and now a hundred small boats crowd around the supposed ‘X’. A huge row has broken out amongst the treasure hunters, each convinced they have the original map. To push through this quarrelsome mass, the Bosun must pass a Charisma (Intimidation) check. | | 4 | [[Needing Assistance]] (**DM:** [[Encounter Types#Needing Assistance]] ): Two sailors lie prone on a raft that drifts aimlessly in the middle of the sea. Left there to die after a failed mutiny, they are suffering from dehydration and sunstroke, requiring a Wisdom (Medicine) check to nurse them back to health. If they feel better, they offer their services as experienced seamen to help the party navigate the seas. | | 5 | [[Danger Afoot]] (**DM:** [[Encounter Types#Danger Afoot]] ): A pirate ship is sighted bearing down on the party’s vessel. While they are some distance away, the pirate ship has the wind in their favour and is gaining fast. With their flag raised they clearly mean to board the ship and take it as a prize. Use the Bandit stat block for the crew and Bandit Captain stat block for the captain. | | 6 | [[Natural Wonders]] (**DM:** [[Encounter Types#Natural Wonders]] ): When the moonlight strikes the sunken wreck of the pirate ship the Sleeping Maiden, the reflection makes it appear to be sailing above the waves. It is said at certain times this illusion can be boarded, and her long gone treasure claimed. Others say this is a trap to claim covetous souls. | | 7 | [[Monster Hunt]] (**DM:** [[Encounter Types#Monster Hunt]] ): This area is the hunting grounds of a fearsome and scarred Kraken who has left a broken, bloodied dinghy capsized in the water with a huge chunk taken out of the side. The Kraken is waiting to strike, but the party can track it by the fish leaping out of the sea to avoid it. | | 8 | [[Old Memories]] (**DM:** [[Encounter Types#Old Memories]] ): A graveyard of ships cluster around a reef that spears up from the water. They originate from a dizzying array of civilisations and eras, all dashed against the reef. Many of them still have the tattered remnants of brightly coloured sails or flags, and there are likely rich pickings if the party is willing to risk scavenging. | | 9 | [[A Dark Place]] (**DM:** [[Encounter Types#A Dark Place]] ): An infamous pirate city made of lashed-together ships clustered around a rocky island is unmarked on any map. Most of the ships are damaged, and the place shows evidence of a strange illness that slew all of the pirates who were based here. | | 10 | [[Deadly Fight]] (**DM:** [[Encounter Types#Deadly Fight]] ): A pirate ship chases the party. Its flag is a red skull and two crossed cutlasses upon black. The ship belongs to Tuaga, the infamous pirate Archmage, who broke free from prison recently. She orders her crew (use the Cultist stat block) to board the party’s ship, kill everyone, and seize all valuables. | ^ff8ce7 ## Rivers ***Remember to note [[Journey Rewards]] while this is fresh in your mind!*** | 1d10 | Possible Journeys | | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1 | [[A Chance Meeting]] (**DM:** [[Encounter Types#A Chance Meeting]] ): Old Ethel has fished the river in this same spot for most of her life. She is a widow who lives alone nearby and misses company. She happily shares gossip with other river folk and is a very good source of local knowledge, but does tend to talk a lot. | | 2 | [[Hidden Reserves]] (**DM:** [[Encounter Types#Hidden Reserves]] ): The party finds a dishevelled river barge that was once a Halfling home on the river bank. Its reclusive owner died of old age and no one has claimed the vessel. There are a few supplies but the vessel itself is still seaworthy and in good condition under the clutter. | | 3 | [[A Bump in the Road]] (**DM:** [[Encounter Types#A Bump in the Road]]): This stretch of river marks the boundary between two countries, each of which maintains a toll station monitoring traffic on the river. To pass a toll station, one must pledge allegiance to its operators. Of course, this means being blocked by the other station. The [[Open Waters - Altered Roles#Bosun\|Bosun]] must mediate between the sides with a successful Charisma (Persuasion) check. | | 4 | [[Needing Assistance]] (**DM:** [[Encounter Types#Needing Assistance]] ): Transporting raucous Kobolds has taken its toll on an exhausted ferryman. He pleads with the party to take his place and allow him to rest. Guiding the nimble ferry requires a Dexterity (Sleight of Hand) check, while distracting the Kobolds requires a Charisma (Performance) check. In return the ferryman gives the party valuable knowledge of the river. | | 5 | [[Danger Afoot]] (**DM:** [[Encounter Types#Danger Afoot]] ): A group of Goblins have set up an ambush at a narrow bend in the river. When a barge goes past they leap aboard from both banks and try to take their vessel and steal its cargo. There are a lot of them, but they are also cowards and are not expecting much resistance. | | 6 | [[Natural Wonders]] (**DM:** [[Encounter Types#Natural Wonders]] ): A rocky river flows with the dazzling colours of a rainbow due to the minerals seeping up from the stone and the plants that make the river their home. By day, the river plants reach for the sun and produce vibrant colours that bleed into the water and by night, phosphorescent fish swim in schools that cause it to glow. | | 7 | [[Monster Hunt]] (**DM:** [[Encounter Types#Monster Hunt]] ): As the party follows a river surrounded by dense foliage, a flock of bright parrots caw in alarm and then go silent. In the wet sand, they can spot the muddy trail of Giant Constrictor Snakes, and find a few scales from their skin. Several logs float in the river, making it hard to pinpoint where these snakes are lurking. | | 8 | [[Old Memories]] (**DM:** [[Encounter Types#Old Memories]] ): A vast viaduct stretches across the river, its gorgeously-detailed arches still intact despite its age. Nearer the water, the marble statues of dancing, nymph-like figures are worn and weathered but still glow softly in the sunlight. A marvel of engineering, the viaduct is also a magical boundary that protects the lands beyond from flooding with delicate sigils carved into every stone. | | 9 | [[A Dark Place]] (**DM:** [[Encounter Types#A Dark Place]] ): The river inexorably flows towards a yawning cave mouth that has only inky blackness beyond. Passing through, the temperature immediately drops. What first appear to be stalagmites on both banks are revealed to be petrified people who have been made unidentifiable by the minerals built up on them over time, victims of a Medusa who lies motionless, frozen by her own reflection. | | 10 | [[Deadly Fight]] (**DM:** [[Encounter Types#Deadly Fight]] ): In a dark, sheltered part of the river where the trees stretch so far overhead that they tangle with those on the other side, the party smells death and rot. A horde of waterlogged Zombies controlled by a Wight rises up from the water, surrounding the party and clawing at them with bloated hands. | ^3d2e9b ## Sea Floor ***Remember to note [[Journey Rewards]] while this is fresh in your mind!*** | 1d10 | Possible Journeys | | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1 | [[A Chance Meeting]] (**DM:** [[Encounter Types#A Chance Meeting]] ): An immortal noble of an ancient people has been chained to the sea floor for centuries as punishment. They will implore the party to free them, claiming they have paid an unjust penalty for their supposed crimes. They have watched the changing tides for years, and know of all the passing creatures of this portion of sea. | | 2 | [[Hidden Reserves]] (**DM:** [[Encounter Types#Hidden Reserves]] ): The ancient wreck of a ship from a long forgotten civilisation lies on the seabed. The people who built it famously used long forgotten magic to give their vessels incredible grace and speed in the water. Carved into the beams of the wreck are the lost words and sigils that allows non-living matter to be imbued with the Haste spell. | | 3 | [[A Bump in the Road]] (**DM:** [[Encounter Types#A Bump in the Road]]): The sea water boils. Steam rises from cracks on the seafloor and threatens to overwhelm all occupants of the vessel with searing heat. The Bosun must make an Intelligence (Nature) check to escape the almost unbearable heat and pass through these waters, which sit above a natural magma vein. | | 4 | [[Needing Assistance]] (**DM:** [[Encounter Types#Needing Assistance]] ): Grimacing apologetically, a Zombie waves at the party. Shooing away clouds of nibbling fish, it points to the iron nail through its ankle and the heavy weight that has sent it to the ocean floor. It mimes for the party to release it. This requires a Strength (Athletics) check, but in return the party receives its only worldly possession: a single golden coin. | | 5 | [[Danger Afoot]] (**DM:** [[Encounter Types#Danger Afoot]] ): The party uncovers an old sunken ruin. Unfortunately the huge statues that once guarded it are Stone Golems. They were built to protect what was once the city harbour, and doggedly continue their duty. Uncaring that the city is long drowned, they attack anything that enters the broken ruin they protect. | | 6 | [[Natural Wonders]] (**DM:** [[Encounter Types#Natural Wonders]] ): The bottom of this seabed is littered with the giant remains of broken coral, bones of giant fish, with glittering rocks between it all. The seafloor is an elaborate mosaic of colour and history, which glimmers beautifully should any light reach it. | | 7 | [[Monster Hunt]] (**DM:** [[Encounter Types#Monster Hunt]] ): Glimmering with ghost lights, the luminous mucus with which the Aboleth has made its lair is seen in the abyssal depths. There it concocts its diabolical schemes: psychically inducing sailors to step off their vessels and entire villages to walk into the sea. To reach the creature, the party wades through scenes from their lives recreated in mucus by the Aboleth. | | 8 | [[Old Memories]] (**DM:** [[Encounter Types#Old Memories]] ): Murky water envelopes the party, as lightning flashes inside a roiling cloud and a ghost ship materialises overhead. The ghosts of pirates, aglow with fluorescent white and green, leer at the party and brandish their weapons. Though they do not board the party’s ship, they taunt the party with swears and empty curses. | | 9 | [[A Dark Place]] (**DM:** [[Encounter Types#A Dark Place]] ): A twisting cavern with a magic air bubble over it descends downwards. There are huge tentacles carved into the walls. It is only when they reach the bottom of the pit that the party realises the tentacles are not stone, but belong to an impossibly vast and utterly unknowable creature. It is surrounded by the remains of hapless Merfolk that have been dragged down to feed it. | | 10 | [[Deadly Fight]] (**DM:** [[Encounter Types#Deadly Fight]] ): Straying into the path of a band of raiding Sahuagin who ride Plesiosaurus into battle, the party is faced with fighting these creatures on their own turf. The Sahuagin know the territory well, using underwater geysers to propel themselves across the battlefield and drawing party members into narrow reefs. | ^622671 ## Shallow Waters ***Remember to note [[Journey Rewards]] while this is fresh in your mind!*** | 1d10 | Possible Journeys | | ---- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | [[A Chance Meeting]] (**DM:** [[Encounter Types#A Chance Meeting]] ): On a small island a group of nobles have been marooned after a recent storm. They will be glad of rescue even though they may be officious and privileged. They were targeted by an Archmage who called up the recent tempest, a bitter adviser to their king who was ousted for their immoral suggestions. | | 2 | [[Hidden Reserves]] (**DM:** [[Encounter Types#Hidden Reserves]] ): In a cave in a large coral reef is the lost spell book of a long dead mage who specialised in water magic. Its cover ripples and sloshes with every movement. Several water based spells are inscribed here as well as much lost lore about tidal magic. | | 3 | [[A Bump in the Road]] (**DM:** [[Encounter Types#A Bump in the Road]]): Something is stuck on the vessel’s underside, weighing it down. The [[Open Waters - Altered Roles#Bosun\|Bosun]] can dive into the water to discover a dead giant squid splattered across the hull. Removing the corpse requires them to swim underwater, hold their breath, and make a successful Strength (Athletics) check. | | 4 | [[Needing Assistance]] (**DM:** [[Encounter Types#Needing Assistance]] ): A matronly Treant is escorting her copse of fragile Awakened Trees through the shallow strait that separate two forested islands when an errant wave lifts the smallest tree off its roots. The party must act quickly but carefully to save the delicate plant from being swept out to sea. On a successful Dexterity (Nature) check the little tree is rescued, suffering no injury. | | 5 | [[Danger Afoot]] (**DM:** [[Encounter Types#Danger Afoot]] ): After a long dispute over ownership of the area, a magician has summoned a Water Elemental and commanded it to protect their claim. While locals know boats have been lost, most people believe it is the work of unseasonal storms. | | 6 | [[Natural Wonders]] (**DM:** [[Encounter Types#Natural Wonders]] ): The party sails through crystal clear waters where every sea creature can clearly be seen. An unusual phenomenon in the shifting sea bed has revealed variegated bands of stone in reds, oranges and yellows, which gleam gem-like beneath the waves. Brightly-coloured sea urchins and tiny transparent octopuses are making this newly-revealed stone their home, and have adopted its colours to better blend in. | | 7 | [[Monster Hunt]] (**DM:** [[Encounter Types#Monster Hunt]] ): An area of silty shallows with occasional rocks poking out of the water is inhabited by a Black Pudding ooze. The party notices there is absolutely no life in this area of water, despite the silt making a rich feeding ground for fish and other aquatic creatures. The viscous water moves strangely in places as the Black Pudding travels beneath the surface. | | 8 | [[Old Memories]] (**DM:** [[Encounter Types#Old Memories]] ): Beneath the waters are a series of intricate carvings colonised by the local plantlife. They stretch over a wide area of shallow water depicting a huge ritual that holds a mighty sea monster at bay. The magic of the ritual has begun to falter, but with some careful cleaning of algae from the stones, the binding magic flows once more. | | 9 | [[A Dark Place]] (**DM:** [[Encounter Types#A Dark Place]] ): Among the trees and lush vegetation, an area of connected brackish pools in concentric circles feeds an ancient tree with roots mired in the mud. The channels leading to the tree contain tiny plants that only appear where blood flows, an indication that these are used for more than just water when the locals want to ensure their community's safety. | | 10 | [[Deadly Fight]] (**DM:** [[Encounter Types#Deadly Fight]] ): A Druid and their pet Giant Poisonous Snakes are on the hunt for larger prey than the usual vermin they find in the nearby mudflats. They attack the party in a coordinated way, navigating the sticky mud easily where it slows the party down and grappling party members to poison them as a way of weakening them for the kill. | ^f6283c ## Stormy Seas ***Remember to note [[Journey Rewards]] while this is fresh in your mind!*** | 1d10 | Possible Journeys | | ---- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | [[A Chance Meeting]] (**DM:** [[Encounter Types#A Chance Meeting]] ): Sirens appear on the surface of the ocean. Waves lap at their long hair as they sing to the passengers of the ship before them. Their haunting voices warn of danger beneath the waves. They advise the party to pay their respects to the ocean gods. | | 2 | [[Hidden Reserves]] (**DM:** [[Encounter Types#Hidden Reserves]] ): A ship has been split in two by the storm, and is swiftly sinking. The crew have already abandoned the vessel, taking only what they could carry. Before it sinks though, its cargo may yet be salvageable. Some of the crew or passengers may also remain trapped, and will offer a reward if rescued. | | 3 | [[A Bump in the Road]] (**DM:** [[Encounter Types#A Bump in the Road]]): As the party navigates around a Kraken’s lair, fearsome winds rock the boat and threaten to capsize it. The Bosun must make a Dexterity (Water Vehicles) check to outrace the storm or a Strength (Survival) check to secure the sails and ropes with expertly tied knots. | | 4 | [[Needing Assistance]] (**DM:** [[Encounter Types#Needing Assistance]] ): A sailor clinging to a broken mast in the middle of a storm can barely be heard over the winds, and keeping track of her so the party can rescue her without knocking her into the waves is a challenge. The party must pass a group Wisdom (Perception) check to locate the sailor and haul her up to safety. | | 5 | [[Danger Afoot]] (**DM:** [[Encounter Types#Danger Afoot]] ): Taking advantage of the storms that regularly lash the area and the distress and panic it causes, a band of Drow, protected by magical subaqueous skins, are targeting the stricken vessels. Rising through the waves at the height of the storm, they plunder their chosen ship, needing only minutes to dispatch the distracted crew and strip it of all its valuables. | | 6 | [[Natural Wonders]] (**DM:** [[Encounter Types#Natural Wonders]] ): Near the rocky coast, a towering stack of limestone shaped like the broken end of a bridge rises from the water. The waves crash into its bottom, hollowing out a cave at one end. This magnificent structure once connected the mainland to an island far away. | | 7 | [[Monster Hunt]] (**DM:** [[Encounter Types#Monster Hunt]] ): Lurking among the rocks by a sheltered harbour near an area regularly wracked by storms, a Hydra waits for its prey to come to it. The party sees a thrashing displacement of water that indicates something large in the vicinity. They can see old blood on the rocks near a cave opening and several wrecked ships in the narrow mouth of the harbour. | | 8 | [[Old Memories]] (**DM:** [[Encounter Types#Old Memories]] ): A stone monument floats across the sea. It cannot sink to the ocean floor because it is enchanted with a powerful spell. Large runes are inscribed upon its surface in Giant. When read aloud, a vision of a map of all the known seas, and the maritime boundaries and landmarks of long lost kingdoms appear in the air. | | 9 | [[A Dark Place]] (**DM:** [[Encounter Types#A Dark Place]] ): The party’s vessel is caught in a storm. Thunder and lightning assail the party’s senses. Heavy rain and wind batter the ship. In the distance, on the top of a cliff, a lone Dwarven figure with their arms outstretched as if embracing the elements, roars a string of incomprehensible words before being struck by lightning and killed instantly. | | 10 | [[Deadly Fight]] (**DM:** [[Encounter Types#Deadly Fight]] ): In the heart of a storm that has persisted for weeks, an Air Elemental and a Water Elemental are engaging in wanton destruction and exercising their control over the waves and wind to create a dangerous maelstrom across a shipping route that has disturbed them. Stopping them means sailing into the storm, but leaving them alone will risk many lives. | ^09f434 ## Swamps and Marshlands ***Remember to note [[Journey Rewards]] while this is fresh in your mind!*** | 1d10 | Possible Journeys | | ---- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | [[A Chance Meeting]] (**DM:** [[Encounter Types#A Chance Meeting]] ): A party of young warriors have been injured while hunting. If the party has any healing skills they can help these warriors, and doing so will gain them dedicated friends and useful guides. The group are initially suspicious of strangers, though they soon warm up to the party if they are treated well. | | 2 | [[Hidden Reserves]] (**DM:** [[Encounter Types#Hidden Reserves]] ): On one of the dryer swathes of land the party comes across a patch of cultivated mushrooms. They have been grown there by a local alchemist. All of them have powerful healing properties, but many of them have hallucinogenic properties too. Roll 1d20. On an even number, any mushrooms harvested inflict the imbiber with strong hallucinations. | | 3 | [[A Bump in the Road]] (**DM:** [[Encounter Types#A Bump in the Road]]): A wide area of clinging mud is impassable by boat, requiring the party to either anchor or haul a light boat across. The mud itself grows thicker and more treacherous until it turns into a tar pit that threatens to suck the party in unless the Bosun makes a Strength (Athletics) check to grab a vine and haul everyone out. | | 4 | [[Needing Assistance]] (**DM:** [[Encounter Types#Needing Assistance]] ): Vivid turquoise smoke draws the party to where a Gnome inventor and her gangly, spider-legged craft have sunk into the soft earth. Designed with enthusiasm rather than sense, the craft’s doors have seized, trapping the inventor inside. She can be freed with Smith’s Tools or a successful Strength (Athletics) check. She rewards individual party members with rides in her craft. | | 5 | [[Danger Afoot]] (**DM:** [[Encounter Types#Danger Afoot]] ): A Green Hag decides the party would make a good meal. She will try to trick them one by one into her lair. Her favourite ruse is to disguise herself and offer her ‘healing skills’, to the weakest looking party member, and insist she should be alone with the patient to practise her art. | | 6 | [[Natural Wonders]] (**DM:** [[Encounter Types#Natural Wonders]] ): Golden eggs shimmer in the chromatic mist of a swamp, an aura of magic emanating from the clutch. Any who stray too close to these Gold Dragon eggs hear telepathic murmurs in their minds, the gurglings of unborn Wyrmlings. Warmth and whimsy accompany these thoughts, leaving the listener feeling awe-struck and giddy for the rest of the day. | | 7 | [[Monster Hunt]] (**DM:** [[Encounter Types#Monster Hunt]] ): Webs choke the trees on the banks of the swamp, their leaves strangled and withering. Sluggish giant insects buzz about the party, while Sprites and Pixies lay ensnared by webs that crisscross above the water. The obvious work of Ettercaps, many valuable alchemical components can be harvested from their prey, though disturbing the webs will alert these monstrosities. | | 8 | [[Old Memories]] (**DM:** [[Encounter Types#Old Memories]] ): The party’s vessel gets stuck between protruding structures, requiring careful navigation. Upon inspection, the many structures reveal themselves to be the submerged and decayed ruins of a town, sunken into the swamp and claimed by nature. Giant Frogs perch atop old roofs and chimneys, the only occupants of a once thriving community. | | 9 | [[A Dark Place]] (**DM:** [[Encounter Types#A Dark Place]] ): A stretch of viscous muck and mire is littered with the remains of unwary travellers. They lay down on the surface, petrified as they were trapped in the mud with their corpses slowly rotting away from the knees-up. An Intelligence (Nature) check reveals this is the breeding ground of Ochre Jellies who have flown the nest. | | 10 | [[Deadly Fight]] (**DM:** [[Encounter Types#Deadly Fight]] ): Wide tracks and displaced earth in the bog reveal the presence of a Shambling Mound in the region. It lurks in the mud and murk and waits to strike, but its half-eaten meals can be seen floating in the bog near its hunting grounds. Many adventurers have tried and failed to slay the Shambling Mound, and so it has amassed a hoard of loot. | ^9b7081