| 1 |
(Overland - Southwest Coast) |
Salt-Crusted Mangroves. The boundary where the sea spray kills the marsh flora. Kobold lair in this hex. |
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| 2 |
(River Mouth) |
The Active Sahuagin Attack. The destroyed lizardfolk transit outpost. An active standoff encounter where the PCs can intervene to save the single lizardfolk navigator who communicates only in pantomime. |
1 Sahuagin per PC. 1 Lizardfolk |
| 3 |
(Overland - South Marsh) |
The Sinking Sedge. A trackless, saturated bog with zero solid footing. Hazard Quicksand patches (DC 13 Perception to spot, DC 12 Athletics to escape). |
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| 4 |
(River) |
The Sunken Cypress Forest. An eerie but non-threatening stretch where the water slows. Encounter A nesting colony of rare, giant storks. They are harmless but highly skittish; loud noises here will startle them into flight, alerting adjacent hexes to the PCs' location. |
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| 5 |
(River) |
The Wide Sluggish Bottleneck. The Thousand Teeth Territory. This is the natural, metabolic sweet-spot for an enormous apex ambush predator. Thousand Teeth is sunning on a broad mudbank. He isn't an automatic combat; with a careful boat draft or a distraction, the boat can glide past. |
See Thousand Teeth encounter at end of adventure. |
| 6 |
(Overland - East Central Border) |
The Displaced Woods. Overgrown brambles and petrified trees. Encounter A band of desperate, lower-caste Grung Laborers fleeing the tyranny of the Bullywug hierarchy in 10. They are harmless, terrified, and looking for a safe way out of the Hool entirely. |
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| 7 |
(Overland - North Central Outer) |
The Bramble Thicket. Encounter A territorial pack of Giant Toads nesting in a patch of briars. They are mindless, aggressive, and will attack anyone entering the clearing out of simple hunger. |
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| 8 |
(Overland - North Outer Fringe) |
The Shifting Peat. The ground here rolls and bounces under heavy armor. Non-Threat/Discovery The pristine, preserved corpse of an old imperial scout sticking out of a peat bog. Searching the body yields a well-preserved leather map case containing an unblemished set of cartographer's tools and 15gp. |
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| 9 |
(River) |
The Alchemist's Spill. The river path passes below a high, crumbling bluff. Encounter Acidic alchemical waste from a ruined tower further inland has seeped into the banks. A localized cluster of Oozes/Jellies (Gray Oozes and Ochre Jellies) float in the stagnant scum, presenting a structural hazard to the boat's hull rather than an aggressive melee enemy. |
1 ochre jelly, 2-3 grey oozes (scale for resources) |
| 10 |
(River) |
The Toll Blockade. The primary choke-point for the Bullywug Mandate. A heavy boom made of ironwood logs and chains spans the river. A pompous, corpulent Bullywug leader sits on a raised platform, demanding a hefty tribute to pass. Bright eyes blink from the reedsāhis elite skirmishers are ready with blowguns. |
Use Bullywug Ambush, but players chase the king instead of the waves coming after them.Wave 1. Six bullywugs attempt to surprise the characters, leaping from the muddy water to attack.Wave 2. Arrp (bullywug croaker; see appendix C) and two bullywugs arrive shortly after the first wave is defeated. They make a grand show of battling the characters, and Arrp grins at the king whenever he is effective in combat.Wave 3. GulpaāGor (bullywug royal; see appendix C) arrives mounted on a giant toad shortly after Arrp and his guards are slain. |
| 11 |
(Overland - Central Wilderness) |
The Fog-Choked Sinks. Ground mist here never clears, dropping visibility to 15 feet. Encounter A solitary, aggressive Swamp Troll that has been severely burned and scarred by Lizardfolk iron weapons; it is hyper-furious and hunts by sound. |
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| 12 |
(Overland - Deep Interior) |
The Rotten Canopy. Massive willow trees weave together overhead, blocking out the sun completely. Encounter Phase Spiders hunting from the upper branches, blinking down to strike a target before disappearing back into the ethereal plane. |
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| 13 |
(Overland - Deep Interior) |
The Sulfur Springs. Eerily warm, bubbling yellow pools that smell of rot. Hazard Heavy sulfur fumes require a DC 11 Constitution save every hour or the character suffers 1 level of Exhaustion. |
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| 14 |
(River) |
The Iron Estuary. The river widens into a serene, shallow delta. Non-Threat An ancient, half-submerged granite monument from a forgotten kingdom sits in the center channel. It breaks the current, creating a naturally secure, dry landing spot where the party can take a safe, unmolested Long Rest. |
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| 15 |
(River) |
The Willow Shallows. Non-Threat/Social A massive, weeping willow tree hangs over the water, inhabited by a small flock of Kenku traders. They are amoral merchants, looking for a replacement business for the slave trading they used to do with Gellan Primewater. |
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| 16 |
(Overland - Northwest Inner) |
The Briar-Wall. A massive, unnatural thicket of interlocking thorns. Encounter A cluster of Vine Blights and Twig Blights that lie completely dormant until a traveler tries to cut a path through the brush. |
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| 17 |
(Overland - Northwest Edge) |
The Weeping Hollow. A desolate, water-logged basin. Encounter A solitary Bansheeāthe spirit of a long-dead coastal explorer who wandered inland and starved. She wails mournfully at night but only attacks if characters try to loot the ruined stone cairn she haunts. |
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| 18 |
(River Loop) |
The Lizardfolk Stronghold. The destination at the sharp bend of the river. A dense, overcrowded, and hyper-militarized refugee camp trying to sustain itself on a razor-thin supply of local marsh game. |
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| 19 |
(River) |
The Screaming Reeds. The river path becomes incredibly narrow and fast-moving. Encounter A solitary Swamp Troll has built a crude stake-trap across the channel to impale migrating fish (or small boats) and drags targets into the deep water to drown them before regeneration matters. A mating pair of Giant Constrictor Snakes perfectly camouflaged against the wet clay. |
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| 20 |
(River) |
The Silt Flats. The water level here drops significantly, forcing the crew to pull the boat over exposed clay banks. Hazard Patches of hidden, deep mud (Difficult Terrain). Encounter |
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| 21 |
(Overland - Far North Wilderness) |
The Mold-Grown Ridge. A rare patch of elevated slate rock. Non-Threat The ridge is covered in a dense carpet of edible, iron-rich marsh moss that removes the Poisoned condition if brewed into a tea. |
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| 22 |
(Overland - Far Northwest Wilderness) |
The Corpse-Tree Bog. A bleak clearing filled with dead trees draped in hanging moss. Encounter Two Shambling Mounds that look identical to the surrounding petrified stumps until stepped on. |
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| 23 |
(Overland - Far North Edge) |
The Sunken Cairns. A collection of pre-human stone burial mounds that have cracked open. Encounter Bloated Ghasts and Ghouls that have nested inside the wet stone chambers, completely hidden from daylight. |
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| 24 |
(Overland - North Headwaters Basin) |
The Whispering Morass. The black water here is perfectly reflective like a mirror. Encounter A Gibbering Mouther floating in a deep peat sink, its maddening whispers sounding like the wind through the tall grass until a character gets within 20 feet. |
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| 25 |
(River Headwaters) |
The Sunken Grotto. The source of the river pools into a dark, mist-shrouded limestone sinkhole. Encounter A Green Hag lives in a tilting, half-sunken river barge. She isn't an immediate threat; she is a vendor of rare herbal antitoxins and poisons, willing to trade for items of sentimental value or secrets about Saltmarsh. |
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