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TS Tuesday - Ghost of SaltMarsh No4 #tables #tstuesday #saltmarsh


 

I have added the 4th area to the table. Now included is the Silverstand Woods encounter tables.

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

Here is the information on the Silverstand:

The Silverstand Wood

This forest got its name from the silvery sheen that marks the leaves and bark of its trees. Long ago, elves from the Feywild crossed the planar boundaries to settle here. Today, several wood elf clans dwell in elegant, wooden structures built among the forest canopy. Not a single creature enters or leaves the forest's boundaries without the knowledge of the elves.

Forest Encounter

The flora and fauna of the forest are very attuned to the wood elves that reside here. The elves are neutral and allow all kinds of beast to live in their domain. Not all of them will be friendly. After 2 hours in the forest the party will be shadowed by a patrol of wood elves. They will not intervene if the party has an encounter with a beast so that they can determine their intentions.
Check for an encounter twice per day by rolling a d20. On an 18 or higher, the characters have an encounter.



The Silverstand has 4 types of encounters:
Forest-Encounter
Forest-Hazard
River-Encounter
River-Hazard

Here are some samples:
Forest-Encounter
Monstrosity - (4) centaurs
The centaurs in the encounter will be neutral but cautious towards the party.

Beast - (2) black bears
The black bears in the encounter will be neutral but cautious towards the party.

Fey - (1) dryad
The dryad in the encounter will be neutral but cautious towards the party.

Forest-Hazard
Hazard - cliff
Player Information: A cliff blocks further travel. The walls of the cliff are somewhat steep and the bottom is 60 feet below.
DM Information: Upon closer inspection there is a narrow trail that goes to the base of the cliff. The narrow path requires a DEX save DC 15 to safely navigate. Those that fail must make a second DEX save DC 15 to hold on or they will slip and fall down the cliff. Any character that falls from the trail will suffer 1d6 falling damage per 10 feet fallen and be stunned for 1d4 rounds.
The slope of the cliff becomes a gentle enough slope to skip a DEX check after traveling 5 hours to the right or 4 hours to the left.

Hazard - large stream
Player Information: A wide stream blocks further travel. 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 downstream to reach a shallow water crossing. This will take 6 hours.

Hazard - thicket
Player Information: Thorns and brambles are flanking the path and are becoming more and more constrictive. The undergrowth has become very dense and mixed with thorny vines.
DM Information: The heavy undergrowth flanks the path for the next 100 feet. It starts at 10 feet from the edge of the path but every 30 feet the path gets 5 feet narrower until is a mere 2 feet wide. At the end of the path, the characters will have to crawl for another 30 feet before the path widens. The thicket is 10 feet thick and increases 10 feet in thickness every 20 feet traveled. Players can attempt to force their way through the undergrowth is 4 times the normal movement cost. Characters moving through the thicket will take 1 hp of damage per 10 feet traveled with a maximum of 5 hp.
The thicket can be bypassed by backtracking and going around which will take 4 hours.

River-Encounter
Dragon - (1) young bronze dragon
The young bronze dragon in the encounter will be friendly but cautious towards the party.

Fey - (4) nymphs
The nymphs in the encounter will be neutral but cautious towards the party.

Beast - (4) crocodiles
The crocodiles in the encounter will be hostile towards the party.

River-Hazard
Hazard - rapids
Player Information: The velocity and turbulence of the river is increasing. The current is flowing around fallen trees and rocks in the river channel making it more challenging to continue.
DM Information: This is a very dangerous section of the river. Only the most skilled sailors should attempt to navigate this section of the river. Full attention must be given to navigating a rapids, anyone attempting to navigate can do nothing else, if no one navigates the boat automatically hits a rock for damage; if someone who is not navigating attempts an action, they incur a disadvantage due to violent nature of the situation) (DEX DC20 or Proficiency Vessel (water) DC 17, 4d10 Damage on failed skill check, automatic full damage if the skill roll is 1.
The characters can leave the river and pull the boat on the bank with ropes. To bypass the rapids will take 1 hour per size class of boat starting at canoes and rowboats.

Hazard - snag
Player Information: Something drags along the bottom of the boat. There are sunken rocks or logs below the surface of the water.
DM Information: Below the surface of the water are submerged boulders or logs that can stop the boat. A DC 20 Spot check by a character at the front of the boat allows the submerged obstacle to be avoided. Otherwise the boat strikes it and is stopped. In a canoe or row boat, make a DC 15 Balance check or fall overboard. In a barge or keel boat, anyone within 5 feet of an edge must make a DC 12 Balance check or fall overboard. It requires 1d2 hours to repair the damage and bail out any water.
If the characters slow down and pole in front of the boat add +8 to the DC roll. This will slow travel by half.

Hazard - small waterfall
Player Information: The sounds of the falls give away is presence before if comes into view. The falls appear to be about 10 feet high.
DM Information: The 10 high waterfall can be quite dangerous for a boat to go over. If players attempt to navigate a boat over the falls they must pass (Dex DC24 ). A failed roll results in the boat capsizing and spilling the characters and any contents of the boat into the river. The boat will suffer 1d10 damage per size class.
The characters can leave the river and pull the boat on the bank with ropes. To bypass the waterfall will take 1 hour per size class of boat starting at canoes and rowboats.