# Swamp Type What particular kind of swamp is the destination in? | d10 | Swamp Type | | ---- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Stream Web.** Small streams and rivulets crisscross the landscape in a haphazard fashion, none of which are wider than a few feet. The ground tends toward dampness, though some dry spots may be found. | | 3-4 | **Mud.** There is no visible watercourse, but the ground is generally soft, saturated and mucky. Though the depth of mud can vary, around the destination it is mostly…<br><br>Roll [d20]: <br>1-4: An inch deep <br>5-10: Ankle deep <br>11-14: Shin deep <br>15-17: Knee deep <br>18-19: Hip deep <br>20: Chest deep | | 5-6 | **Scattered Pools.** The ground is mainly damp, but is pocked by pools and patches of water of varying depths. Some of these pools may not be readily visible, and could be covered with a layer of plant matter | | 7-8 | **Marsh.** The entirety of the swamp is under water. Trees and other plants grow out of the water, and there are few (if any) places where the ground is visible. The water is…<br><br>Roll [d20]: <br>1-2: Ankle deep <br>3-6: Shin deep <br>7-10: Knee deep <br>11-14: Hip deep <br>15-17: Chest deep<br>18-19: Chin deep <br>20: Over head height | | 9-10 | **Riverbank.** A main river passes through, but swamp is present on both sides. The river is…<br><br>Roll [d6]: <br>1-2: Narrow, able to be stepped or jumped over<br>3-5: Moderately wide, able to be crossed on a boat or raft in under a minute<br>6: Very wide, only able to be crossed with a boat in several minutes or, potentially, much more<br> | ^5f95cd # Destination Location Where in the swamp is the destination located? | 1d10 | Destination Location | | ---- | -------------------------------------------------------------------------------------------------------------------- | | 1 | **Swamp Edge.** The destination is found at the outer edge of the swamp, where it meets a bordering region or biome. | | 2-4 | **Outer Swamp.** The destination is closer to the outer edge of the swamp than its heart. | | 5-7 | **Inner Swamp.** The destination is roughly equidistant between the outer edge of the swamp and its heart. | | 8-9 | **Deep Swamp.** The destination is closer to the heart of the swamp than its outer edge. | | 10 | **Swamp Heart.** The destination is found deep within the swamp, either in, or just a short walk from, its center. | ^9edcd3 # Notable Environmental Features What sort of notable landmarks are nearby? | d20 | Notable Environmental Features | | ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-3 | **Muck Pile.** A pile of swamp muck, composed of decaying, organic matter such as leaf litter, sticks, mud, droppings, and deceased creatures. The pile is 1d4 x 5 feet high. Recently it…<br><br>[d6]: <br>1-2: Has gotten smaller <br>3-4: Has gotten bigger <br>5-6: Just showed up, seemingly out of nowhere | | 4 | **Deep Pit.** A deep pit, either naturally occurring (such as a sinkhole), or manually dug by a creature, 1d100 x 10 feet deep. | | 5-9 | **Exceptionally Large Tree.** A tree of a species that normally grows to a great size, or one that is abnormally large for its species. The tree is (1d4 + 1) x 50 feet tall, and 5 feet thick for every 50 feet of height. | | 10 | **Ford.** A shallow area where a river can be crossed on foot. | | 11-12 | **Hill.** A rise of earth, often topped with grass or trees, 1d10 x 10 feet above ground level. | | 13 | **Pond.** A small body of water, surrounded by shore, up to 1d10 acres in area. | | 14 | **Lake.** A body of water, surrounded by shore, up to 1d100 + 20 acres in area. | | 15 | **Small River.** A flowing stream of water which courses from one location to another. The portion of the river nearby is 1d10 x 5 feet wide. | | 16 | **Large River.** A flowing stream of water which courses from one location to another. The portion of the river nearby is (1d10 + 10) x 10 feet wide. | | 17 | **Small Mountain.** A rise of stone and earth that covers a significant amount of the land, 1d4 thousand meters high. | | 18 | **Large Mountain.** A great rise of stone and earth that covers a massive amount of the land, 1d8 + 4 thousand meters high. | | 19 | **Perpetual Fog.** A portion of swamp that experiences perpetual, unceasing fog. | | 20 | **Stench Vents.** A particularly boggy area of the swamp where underground pockets of methane and sulfur are periodically expelled through natural vents beneath the muck and mud. The area has a lingering, reeking stench and, sometimes, a floating yellow-green haze or fog. | ^43e302 # Destination Tree Density How dense are the trees where the destination is located? | d12 | Destination Tree Density | | ----- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Bog.** There are no trees in the vicinity; the swamp is, instead, a wide expanse of unwooded wetland. | | 3 | **Clearing.** There are trees within a stone’s throw of the destination’s location, but none in the immediate vicinity. | | 4 | **Sparse.** The trees around the destination are generously spaced. Movement of large creatures and vehicles to and from the destination is unimpeded, and light easily breaks though the canopy to illuminate the swamp’s surface. | | 5-7 | **Natural.** The trees around the destination are spaced naturally. Movement of medium creatures and vehicles to and from the destination is unimpeded, though larger varieties may need to take special care or use a specific route. There are a good number of long lines of sight from multiple directions. During daylight hours, light is mottled through the canopy, to illuminate the swamp’s surface in patches, but there is at least dim light everywhere. <br><br>*Night Time Effect:* The destination remains dark until an hour after sunrise, and is dim for an hour after that. The destination descends into dim light two hours before sunset, and is fully dark an hour before sunset. | | 8-9 | **Dense.** The trees around the destination are spaced closely. Movement of medium creatures to and from the destination is unimpeded, though large creatures and vehicles may need to take special care or use a specific route. There are few long lines of sight. During daylight hours, light is mottled through the canopy in some places, but patches of bright light are rare, and some patches are in darkness. <br><br>*Night Time Effect:* The destination remains dark until two hours after sunrise, and is dim for an hour after that. The destination descends into dim light three hours before sunset, and is fully dark two hours before sunset. | | 10-11 | **Tight.** The trees around the destination are spaced very closely, likely pressed against the edges, or leaning over the top. The movement of medium creatures to and from the destination is difficult, and requires weaving through the trees, and rarely following a straight line. It may be impossible for large creatures or vehicles to get through at all. There are no long lines of sight. Even during daylight hours, the light is perpetually dim, and there are many patches of utter darkness. <br><br>*Night Time Effect:* The destination remains dark until three hours after sunrise, and only gets dim light for the rest of the day. The destination becomes fully dark three hours before sunset. | | 12 | **Choking.** The trees around the destination are spaced extremely closely, likely pressed against the edges, or leaning over the top. Vines or other plant life spans all but the narrowest gaps between trees. The movement of medium creatures to and from the destination is very difficult, and may require squeezing through small gaps. It is almost certainly impossible for large creatures or vehicles to get through at all. There are only very short lines of sight. Even during daylight hours, the light is perpetually dim, and there are many patches of utter darkness. <br><br>*Night Time Effect:* The destination remains dark until three hours after sunrise, and only gets dim light for the rest of the day. The destination becomes fully dark three hours before sunset. | ^1ed220 # Destination Protection How is the destination protected, if at all, against the effects of the swamp? | d6 | Destination Integration | | --- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Waterlogged.** Water or excessive damp has invaded the destination. Signs of rot, mildew, or mold can be seen, unless efforts have been made to keep these things at bay. Unless properly outfitted and equipped, living in such a situation is typically miserable for a humanoid, and likely hazardous to their health. <br><br>(Skip the *Protection Nature*, and *Protection Success* tables) | | 2-3 | **Barrier.** A barrier, or barriers, have been created to block the water from invading the destination. | | 4-6 | **Risers.** The destination is being raised and held above the swamp’s surface. | ^57be2d # Protection Nature Is the method of protection physical or magical? | d8 | Protection Nature | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-4 | **Physical.** The destination’s barriers or risers are of a physical nature, such as walls, pillars, platforms, or other structural elements. | | 5-7 | **Magical (Intentional).** The destination’s barriers or risers are of a magical nature, and were put in place for the purpose of keeping water from invading the destination. | | 8 | **Magical (Unintentional).** The destination’s barriers or risers are of a magical nature, but they were put in place for the purpose of keeping water from invading the destination. The magic may be a naturally occurring anomaly, a lingering effect from something in the past, or even a side effect of something larger. | ^90eddc # Protection Success What is the state of any protections in place? | d8 | Protection Integrity | | --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Failing.** The barriers or risers are beginning to give way; the swamp waters will soon impact the destination. | | 2-3 | **Unstable.** The barriers or risers are shaky, or show signs of weakness. They are likely to be fragile, or have apparent vulnerabilities to those knowledgeable enough to spot them. | | 4-5 | **Reasonably Stable.** The barriers or risers are generally stable, though may have an underlying weakness or vulnerability. This weakness or vulnerability would not be wide-spread or obvious, and would only be apparent to those knowledgeable enough to spot them. | | 6-7 | **Solid.** The barriers or risers are completely solid and intact, with no apparent weaknesses or vulnerabilities apart from those that naturally occur in the material or magic used. | | 8 | **Reinforced.** The barriers or risers are not only solid and intact, but have extra support or protections to ensure continued stability. | ^41589c # Present Natural Hazards | d12 | Present Natural Hazards | | --- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-4 | **High Humidity or Damp.** The area of the destination is very humid and/or damp. The excess moisture can be very problematic for those that cannot regulate their body temperature and find some way of keeping dry. It can also cause issues such as trench foot, which occurs when feet are constantly damp or waterlogged, potentially leading to infection or gangrene, which may require amputation. <br><br>*Recommended Precaution:* Rest in dry places, change and dry clothes and dressings regularly | | 5-7 | **Sinkholes.** The area of the destination is peppered with sinkholes, concealed beneath the surface. If those traveling through the swamp are doing so at normal or higher speeds, and/or are not being guided by someone with experience or knowledge of this sort of environment, roll a d100. On results of 1-25, a random member of the group falls into a sinkhole. The sinkhole is 1d4 x 5 feet deep. If the victim falling into the hole goes unnoticed, finding them is very difficult. | | 8 | **Egg-Laying Insects.** The area of the destination is full of insects. These creatures lay eggs under the skin of hosts that they bite, sting or touch, or those that ingest them. After 1d4 hours, the host develops painful welts where the eggs were laid. After an additional 2d10 + 4 hours, movement can be felt. After an additional 1d4 hours, the eggs hatch, break the skin, and emerge, often leaving the area raw and/ or infected. The creatures are...<br><br>[d6]:<br>1-3: Water-borne <br>4-6: Flying <br><br>*Recommended Precaution:* Do not use, drink, or touch water that has not been completely treated or purified. Cover exposed skin in mud or other substances that repel insects, or prevent them biting. | | 9 | **Poisonous Plant (Irritant).** The area of the destination is full of plants that irritate on contact (itching, burning, stinging etc.). The plants most commonly affect the skin of exposed body parts like arms, legs and hands, but their effects can be much worse if they make contact with eyes, open wounds, or intimate areas. <br><br>*Recommended Precaution:* Wear protective layers to prevent contact, learn the telltale signs of known, local, irritant plants, and vigilantly avoid them. | | 10 | **Poisonous Plant (Poison).** The area of the destination is full of plants that can make those that ingest them seriously unwell, causing symptoms such as convulsions, abdominal cramps, nausea and, ultimately death, if an antitoxin or other remedy is not found quickly. <br><br>*Recommended Precaution:* Wear protective layers to prevent contact, learn the telltale signs of known, local, poisonous plants, and vigilantly avoid them. | | 11 | **Malaria.** The area of the destination is prone to outbreaks of malaria, due to the high number of disease-carrying mosquitoes (or other flying, blood-sucking insects). If bitten by one, the disease presents in 1d6 + 9 days. Those affected develop a fever, exhaustion, and other flu-like symptoms and, if left untreated, yellowed skin, seizures, coma, or death. <br><br>*Recommended Precaution:* Cover exposed skin in mud or other substances that repel insects, or prevent them biting. | | 12 | **Lucky.** There are no particularly awful hazards nearby. | ^fb9e94 # Recent Weather - Cold How has the weather been recently? | d8 | Recent Weather | | --- | -------------- | | | | # Recent Weather - Temperate or Warm How has the weather been recently? | d8 | Recent Weather | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | 1-3 | **Mild.** The weather has been unremarkable, tame, and average for the region and season. If there was any precipitation, it was not enough to leave behind any difficult terrain. | | 4-5 | **Rain.** There has been rain recently. Hard ground is slick. Soft ground, such as sand or dirt, is wet, so tracking in it is easy (though covering one’s tracks is not). Drinkable rainwater may have collected in depressions nearby. Depending on climate and surrounding environment, the rain may trigger the emergence of various plants or creatures. Finding supplies for a fire is moderately difficult in areas with less cover. Levels rise in bodies of water, if there are any. | | 6 | **Windy.** There has been a fair wind recently, enough to rock light-weight structures, and disturb bodies of water. There is some light, scattered debris in the air and plants and tree boughs sway. Footpaths may be more difficult to find, having been disturbed, or lightly covered, also affecting the ability to track impressions, such as footprints, over soft ground. | | 7 | **Gale Force Winds.** There have been strong winds recently, enough to blow a person off their feet if they are not tethered, heavy or otherwise stabilized. The gale has scattered loose material (sand, dirt, etc.), and uprooted nearby shrubs or trees. Footpaths may now be difficult or impossible to find, having been disturbed, swept away, or covered over. Temporary, or poorly-maintained, structures may have been blown over, damaged or torn apart. Tracking impressions, such as footprints, over soft ground is impossible. Sailing vessels must furl their sails, or risk masts snapping or even the entire vessel capsizing. | | 8 | **Seasonal Weather.** Refer to the options below and select the appropriate result, depending on the current season in your campaign.<br><br>*Heavy Rain [Spring/Autumn/Winter].* There have been heavy amounts of rain recently, leaving hard ground treacherous and slick, and turning soft ground to sucking mud. Slopes with little vegetation have had mudslides. Rivers and streams may have overflowed their banks. Paths of travel without drainage, particularly those that are low-lying, may have been flooded or washed out and other paths are muddy. Finding supplies for a fire is very hard, or nearly impossible. <br>*Maximum Travel Speed:* Slow; Difficult Terrain<br><br>*Humid [Summer].* There has been a tremendous amount of moisture that has evaporated into the air due to the extreme heat. Anything porous, such as fabric, is constantly damp, and is unable to be dried. Sweating cannot keep creatures cool. Insects that do well in warm weather thrive, and exist in greater numbers. | ^d99ef4 # Current Weather What is the weather like when the destination is arrived at? | d6 | Current Weather | | --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Shift.** The weather has shifted from what it was recently. Reroll on the recent weather table, ignoring and rerolling rolls that match your initial recent weather roll. Your result is the current weather. | | 2-3 | **Mild.** The current weather is seasonably normal; any recent precipitation or rough weather has let up. | | 4-5 | **Same As Recent.** The recent weather is still ongoing. | | 6 | **Worse Than Recent.** A worse version of the recent weather has set in. See below and use the entry that relates to your *Recent Weather* result. <br><br>*Mild - Shift:* Reroll on the recent weather table, ignoring results of ‘Mild’. Your result is the current weather.<br><br>*Rain - Heavy Rain:* What was once light to medium rain has turned heavy, leaving hard ground treacherous and slick, and turning soft ground to sucking mud. Slopes with little vegetation have had mudslides. Rivers and streams may have overflowed their banks. Paths of travel without drainage, particularly those that are low-lying, may have been flooded or washed out and other paths are muddy. Finding supplies for a fire is very hard, or nearly impossible. <br>*Maximum Travel Speed:* Slow; Difficult Terrain<br><br>*Heavy Rain - Deluge:* What was once heavy rain has turned into a severe downpour. Visibility is poor, footing is treacherous, and traversal of slopes without handholds is very hard. Low-lying areas flood before travelers eyes, streams and rivers rush with the influx of additional water, and all but the heaviest things which are caught by the flow are carried away, including even very large trees. <br>*Maximum Travel Speed:* Slow; Difficult Terrain; *Maximum Visibility:* Short Distance<br><br>*Windy - Gale Force Winds:* What was once a fair wind has progressed to a strong gust, enough to blow a person off their feet if they are not tethered, heavy or otherwise stabilized. Lightweight objects and structures may be visibly disturbed, knocked over, or broken. Sailing vessels must furl their sails, or risk masts snapping or even the entire vessel capsizing. Unsecured structures may be pushed large distances.<br><br>*Gale Force Winds - Windstorm:* What was once strong winds has now turned into a hurricane, cyclone or tornado. Materials, such as cloth, lightweight wood, loose objects, debris and plant matter may be torn or blown away, and weak or defective structures or vessels may be ripped to pieces or destroyed. Untethered individuals are swept up and blown great distances, and even those tethered risk severe injury. Those out in the open risk being hit with windswept debris. Unsecured structures may be pushed extremely long distances. The wind’s impact on the water makes staying dry almost impossible. <br>*Maximum Travel Speed:* Slow; *Maximum Visibility:* Short Distance<br><br>*Humid - Sauna:* What was once humid is now suffocating. Creatures are only capable of a quarter of their maximum travel distance before becoming exhausted, and they cannot exceed half their maximum travel distance. Anything porous, such as fabric, becomes soaked, is unable to be dried, and may begin to rot. Sweating cannot keep creatures cool. Insects that do well in warm weather are thriving to their utmost, and are likely present to a nearly unbearable extent.<br><br>*Frost - Snow:* What was once overnight frost is now 1d12 inches of snow, and it’s still coming down. If the freezing temperatures have been consistent for at least a month, surfaces of bodies of water in this area have frozen 1d6 inches thick. If the ice is 4 inches thick or more, it can be walked on. Movement and travel are difficult. Prolonged exposure to freezing temperatures without steady warmth and appropriate equipment is a significant, physical risk. Falling snow makes it difficult to follow tracks that are more than an hour old. <br>*Maximum Travel Speed:* Normal; Difficult Terrain; *Maximum Visibility:* Short Distance<br><br>*Snow - Heavy Snow:* What was once light to medium snow is now heavy. 1d4 feet has accumulated already, and more is coming down. If the freezing temperatures have been consistent for at least a month, surfaces of bodies of water in this area have frozen 1d6 inches thick. If the ice is 4 inches thick or more, it can be walked on. Movement and travel is very difficult, and visibility is poor. Sleeping outside without actual shelter is an extreme physical risk. Exposed fires are nearly impossible to keep lit. Falling snow makes following tracks older than a few minutes very difficult. <br>*Maximum Travel Speed:* Slow; Difficult Terrain; *Maximum Visibility:* Very Short Distance | ^c09e93 # Local Fauna What beasts, if any, are typically found in or near the destination? **Important:** These local beasts are incidental wildlife found in or near the destination and are NOT the danger for your destination. | d8 | Local Fauna | | --- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-4 | **None.** There is no additional wildlife. | | 5-6 | **One.** There is one particular kind of animal that can be found in or near the destination. <br><br>(Roll once on the *Environmental Danger: Beasts* or *Typically Nonthreatening Beasts* table in this chapter to see what it is. Note that this is NOT your destination’s danger.) | | 7 | **Two.** There are two particular kinds of animal that can be found in or near the destination. <br><br>(Roll twice on the *Environmental Danger: Beasts* or *Typically Nonthreatening Beasts* table in this chapter to see what they are. Note that these are NOT your destination’s danger.) | | 8 | **Three.** There are three particular kinds of animal that can be found in or near the destination. <br><br>(Roll three times on the *Environmental Danger: Beasts* or *Typically Nonthreatening Beasts* table in this chapter to see what they are. Note that these are NOT your destination’s danger.) | ^e6a8ac # Environmental Dangers If you rolled an environmental danger, consult and roll on the appropriate table below before continuing on. ## Environmental Danger: Beast After rolling, proceed to the Danger: Beasts & Unintelligent Monsters chapter (p. 180) and to learn more about the beast (or beasts) which beset your destination. | d20 | Swamp Beasts | | ----- | ------------------------------------------------------------------------------------------------------------------- | | 1-2 | Constrictor Snake<br><br>[d6]:<br>1-4: Constrictor Snake <br>5-6: Giant Constrictor Snake | | 3 | Crocodile<br><br>[d6]:<br>1-4: Crocodile <br>5-6: Giant Crocodile | | 4 | Spiders<br><br>[d6]:<br>1-4: Giant Spider <br>5-6: Swarm of Spiders | | 5-6 | Giant Frog | | 7-8 | Giant Lizard | | 9-10 | Giant Toad | | 11-12 | Poisonous Snake<br><br>[d6]:<br>1-3: Poisonous Snake <br>4-5: Giant Poisonous Snake<br>6: Swarm of Poisonous Snakes | | 13-14 | Rat<br><br>[d6]:<br>1-3: Giant rat <br>4-5: Diseased giant rat <br>6: Swarm of rats | | 15-16 | Stirge | | 17 | Swarm of Beetles | | 18 | Swarm of Insects | | 19 | Swarm of Ravens | | 20 | Roll on the **typically nonthreatening beasts** table:<br><br>`dice:[[Swamps - Dangerous Destinations#^9ad9ba]]` | ^b7c4c5 #### Typically Nonthreatening Beasts | d6 | Typically Nonthreatening Beasts | | --- | ----------------------------------------------- | | 1 | **Large.** Boar, tapir | | 2 | **Small.** Otter, beaver, rat, platypus, turtle | | 3 | **Bird.** Heron, moorhen, duck, ibis, crow | | 4 | **Fish.** Catfish, eel | | 5 | **Cold-Blooded.** Frog, gecko | | 6 | **Insect.** Firefly, water beetle, cicada | ^9ad9ba ## Environmental Danger: Unintelligent Monster If you rolled ‘Environmental Danger: Unintelligent Monster’ for your danger, roll on the following table: >[!note] Low Intelligence >Unintelligent monsters are those whose intelligence scores are below the typical human average (for example, in 5th Edition, monsters with an intelligence score below 8). As a general rule, their thinking is less sophisticated, and they lack the capacity for great planning, adaptation and ambition. If this was your **danger**, roll on the [[Dangers - Beasts & Unintelligent Monsters]] tables and to learn more about the monster (or monsters) which beset your destination. | d6 | Swamp Unintelligent Monsters | | --- | ----------------------------------------------- | | 1 | Ghoul | | 2 | Hydra | | 3 | Ogre<br><br>[d6]<br>1-4: Half-ogre<br>5-6: Ogre | | 4 | Shambling Mound | | 5 | Troll | | 6 | Water Elemental | ^74c50a ## Environmental Danger: Intelligent Monster If you rolled ‘Environmental Danger: Intelligent Monster’ for your danger, roll on the following table. >[!note] High Intelligence >Intelligent monsters are those that have instincts beyond those of an animal, have the capacity for sophisticated adaptability, and usually (though not always) the ability to speak and reason. Some monsters listed here as ‘intelligent’ may actually have lower intelligence statistics than some of those in the unintelligent monsters section but, as these usually form tribes, groups or packs, this affords them some ability to strategize and coordinate. After rolling, proceed to the Danger: Intelligent Monsters chapter (p. 195) and to learn more about the monster (or monsters) which beset your destination. | d10 | Swamp Intelligent Monsters | | --- | ---------------------------------------------------------------------------- | | 1 | Frog-folk | | 2 | Undead<br><br>[d8]<br>1-4: Ghoul <br>5-6: Ghast <br>7: Wight <br>8: Revenant | | 3 | Green Hag | | 4 | Kobold<br><br>[d6]<br>1-4: Kobold<br>5-6: Winged Kobold | | 5 | Lizardfolk<br><br>[d6]<br>1-4: Lizardfolk<br>5-6: Lizardfolk shaman | | 6 | Mephit | | 7 | Oni | | 8 | Orc<br><br>[d6]<br>1-3: Orc<br>4-5: Orc shaman <br>6: Orc champion | | 9 | Will-o-wisp | | 10 | Black Dragon<br><br>[d6]<br>1-3: Young <br>4-5: Adult <br>6: Ancient | ^9f816c