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TS Tuesday - Ghost of SaltMarsh No2 #tstuesday #saltmarsh #tables


 

I have added the 2nd area to the table. Now included is the Drowned Forest encounter tables.

/g/tablesmith/files/TableSmith%20Tuesday/Ghost%20of%20SaltMarsh

This area offered some tricky problems to solve.
In addition to the random encounters is something called malevolent fungi. Apparently violet fungi grow throughout the forest. If a fight breaks out there is a chance that they are in hidden in the area of the encounter.

Undead - (11) zombies
The zombies in the encounter will be hostile towards the party.
If there is combat with the zombies, violet fungi will erupt from where they were hidden around the area among the debris and mundane plants and mushrooms. Any character or creature within range is considered a target.
Plant - (3) violet fungi

There is also something called Forest Oddities which is strange "things" that the party may come across because of Abyssal influence on the area.

Oddity - flying Dutchman
Player Information: An intact sailing ship sits in the branches of a low-growing grove of trees.
DM Information: The branches move in the wind and emulate the motion of the sea. The ship does not look derelict.

Oddity - cool water
Player Information: A 50-foot-diameter pool of water cool, clear water.
DM Information: The pool calls out to creatures who are within 100 feet of it. Those who understand at least one language hear their names being called.

Shriekers also grow thru out the forest. Instead of normal random encounter chances the DM can instead roll for the party to come across shriekers. If that happens then there is a chance for a further encounter. So I added a chance for that happening if combat last mere than 2 rounds and a description of it.

Plant- (4) shriekers.
If the shriekers wail for more than 2 rounds, it will draw the attention of a group of myconid adults and myconid sovereign.
Plant - (5) myconid adults, (1) myconid sovereign
The myconid adults and myconid sovereign in the encounter will be friendly but cautious towards the party.

Lastly I added some random difficult terrain that the party might come across.

Hazard - bog
Player Information: The ground ahead is becoming more wet and spongy until a watery stagnant pool blocks the path ahead. The bog looks to be about 50 feet across, but stretches to the left and right as far as can be seen.
DM Information: The bog is shallow water about 4 feet deep but there are 5 10 foot sections that drop off to 12 feet deep. Any character attempting to cross the bog must make a Dex save DC 10 when a section of deeper water is encountered or slip into deeper water. Characters that slip are forced to tread water until they are able to get to a shallow water square.
There is a path across the bog but it will take 10 minutes per 10 foot crossed, to safely navigate as the ground is very soft and there is much decaying plant material that hampers movement. It will take 4 hours to travel around the bog.

Hazard
- fog
Player Information: A thick fog bank has rolled in, making it impossible to see very far. The fog limits visibility to less than 10 feet, obscuring the path ahead and even the sun.
DM Information: The fog is very thick and covers the whole area. It would take about 1 hour to try and walk through. Characters that attempt to travel through the fog must make a Survival DC 12 check or become lost. Check twice per hour while moving in al or overland movement to see if travelers have become lost. In the case of a party moving together, only the character leading the way makes the check. Becoming lost may not be the only danger. The fog may also obscure tripping hazards or traps.
If the characters decide to wait, the fog will dissapate in 4 hours.

Hazard - large stream
Player Information: A wide stream blocks the path ahead. It is 20 feet wide and appears to be about 5 feet deep.
DM Information: There was once a large fallen tree that spanned the stream here, but it was washed away during a flood. Trying to cross requires a DEX save DC 16 to cross. Those that fail will be swept away by the water at a rate of 10 to 40 feet per round. If a character fails their roll, move them downstream the indicated distance at the end of their turn. A character trying to maintain their position relative to the riverbank with (swim DC 16).
The stream can be crossed by felling a large tree (roll for extra random encounter) or traveling upstream to reach a shallow water crossing. This will take 5 hours.

This area can be accessed as a stand alone table or from the dashboard for a stylized output.






 


I recently had a question about where the CSS file goes from the zip file.

Create a sub-folder under the TableSmith folder and copy the files there.