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TS Tuesday - Ghost of SaltMarsh No3 #tables #tstuesday #saltmarsh


 

I have added the 3rd area to the table. Now included is the Hool Marshes encounter tables.

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

The Hool Marshes have 4 types of encounters:
Marsh-Encounter
Marsh-Hazard
River-Encounter
River-Hazard

Here are some samples:
MARSH-ENCOUNTER
Plant - (1) shambling mound
The shambling mound in the encounter will be hostile towards the party.

Plant - (6) vine blights, (2) needle blights
The vine blights in the encounter will be hostile towards the party.
MARSH-HAZARD
Hazard - quicksand
Player Information: The ground ahead is becoming more wet and muddy, blocking further travel.
DM Information: Patches of quicksand present a deceptively solid appearance (appearing as undergrowth or open land) that might trap careless characters. A character approaching a patch of quicksand at a normal pace is entitled to a DC 8 Survival check to spot the danger before stepping in, but charging or running characters don¡¯t have a chance to detect a hidden patch before blundering into it. A typical patch of quicksand is 20 feet in diameter; the momentum of a charging or running character carries him 1d2 ¡Á 5 feet into the quicksand. Characters in quicksand must make a DC 10 Swim check every round to simply tread water in place, or a DC 15 Swim check to move 5 feet in whatever direction is desired.If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath (see the Swim skill description in Using Skills).
There is a path through the quicksand but it will take 4 hours to safely navigate as the ground is very soft and there is much decaying plant material that hampers movement.

Hazard - boggy canal
Player Information: A slow moving canal with grass choked shorelines blocks further travel. The canal is 50 feet wide and both banks are soft, clinging mud.
DM Information: The slow moving canal can be traversed easily by swimming. The mud on both banks of the canal are very soft. Any character attempting to cross the canal must make a Dex save DC 12 or become stuck in the soft mud on the canal bank. Any heavily armored character or pack animal that becomes stuck will take 3d4 rounds to free.
Downstream, the boggy canal narrows and there is a large fallen tree trunk spanning from bank to bank. To reach the crossing will take 6 hours.

RIVER-ENCOUNTER
Humanoid - (6) lizardfolks
The lizardfolks in the encounter will be hostile towards the party.

Monstrosity - (1) hydra
The hydra in the encounter will be hostile towards the party.

RIVER-HAZARD
Hazard - sandbar
Player Information: In the river ahead is a large sandbar. The sandbar is about 40 feet across and 80 feet long.
DM Information: Sandbars are common in this area. They are sometimes above the surface, but mostly below. Most sandbars change from day to day with the changing current. Players must pass a Perception DC 14 check to avoid underwater sandbars. Make 1 check every 6 rounds for the next 30 rounds (5 checks total). If traveling downstream characters will have to get into the water to free the boat. The size of the boat affects how long the boat is trapped. Canoe 1d4 rounds. Row Boat 2d4 rounds. Small fishing boat 2d6+10. Barge or sailing vessel 1d6*10. If traveling upstream all times are halved.

Hazard - plant raft
Player Information: A floating island of vegetation is floating downriver. The large mat of plants is about 20 feet across and appears to be a floating marsh grass.
DM Information: The plant raft (floating marsh) that is not anchored to the soil beneath. It consists of tightly entangled plants and their roots, mixed with peat. Typically there is water flowing below the flotant, then some oozing soil, then clay. Patches of it may occur within normal marsh, and from the surface, it looks like any other marsh. It is solid enough for a human to walk on. Stepping onto flotant marsh feels like standing on a water bed. Walking around causes waves of grass spread around. It is tempting to jump up and down, but the flotant is rarely thick enough and you usually end up falling through. Human sized characters can walk on the plant raft without falling through though the ground is uneven and anything more than walking and the ground will give way Characters who fall through must make a DC 10 Swim check every round to simply tread water in place. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath (see the Swim skill description in Using Skills).

Here is the table from the dashboard: