Ghosts of Saltmarsh

(Nancy Kaufman) #1
Because the crocodile's lair lies close to a possible
route of approach of a sahuagin attack, the lizardfolk
dare not leave the area unpatrolled.


  • There would be no violation of sacred taboo if the
    adventurers were to kill the giant crocodile on the
    queen's behaJf. ln fact. the queen demands the head of
    Thousand Teeth be brought to her so that s he might
    add it to her collection.
    If the party agrees to solve the tribe's crocodile prob-
    lem, Queen Othokent offers them a vile-tasting flask of
    swamp water mashed with various roots (a potion of
    superior healing).


LAIR OF THE DEVOURER
Thousand Teeth's pool is located along the Dun-
water River. about twelve miles inland from the
lizardfolk lair.

TRAVELING TO THE POOL
Traveling through the marsh is a dangerous propo-
s ition. The characters can choose between a direct
overland route or a winding route that follows the
banks of the Dunwater River.
Trudgjng Through the Marsh. The marsh is dif-
ficult terrain, which turns the 12-mile trek into an
8-hour journey (assuming a normal pace). For each
hour the characters travel this way. they have a 50
percent chance of facing a random encounter (see the
Marsh Random Encounters table).

MARSH RANDOM ENCOUNTERS
d8 Result
6 hungry giant frogs
2 1 troll eating crabs
3 2 cult fanatics performing a ritual
4 3 swarms of insects (wasps) defending their nest
S 1 druid (evil-aligned) and two swarms of rats
6 4 lizardfolk (not from the queen's lair)
7 1 injured (half hit points) treant beset by 6 swarms
of rats

(^8 2) ogres, lost in the marsh
While traveling through the marsh, the characters
also likely encounter one or more of the hazards pre-
sented in the "Hazards in the Marsh" sidebar at the be-
ginning of this adventure.
Following the Riverbank. The river snakes through
the marsh for nearly twenty miles before arriving at
Thousand Teeth's pool. The riverbank is difficult terrain.
and following it from the lizard folk lair to the pool takes
l 3 hours (at normal pace). The rive rbank route offers a
better c hance of avoiding random encounters. For every
3 hours the characters travel along the rive rbank, they
have a 50 percent chance of facing a random encounter.
POLLUTED POOL
The ground slopes downward into a tangle of marsh
trees and a blanket of mist. Squishing your way into the
shallow valley, you arrive at a large pool of brackish water.
The pool is sixty feet in diameter and shaded by a canopy
of vines and twisting branches. A gurgling stream at 1ts
northern edge feeds the pool.
A few yellowed bones are visible 1n the shallows,
and you see a great muddy mound rising from the
pool's center.
The pool is 8 feet deep at its center. The water is pol-
luted from the rotting remains of Thousand Teeth's
meals. and any creature that ingests more than a spoon-
ful must succeed on a DC 12 Constitution saving throw
or be poisoned for 1 hour.
In addition to Thousand Teeth (see appendix C) in
its muddy mound. two giant constrictor snakes lurk
in the canopy of vines and drop down on unsuspecting
creatures that linger too long at the pool's edge. A char-
acter who has a passive Perception score of 15 or more
notices the snakes before they attack.
Development. Thousand Teeth currently sleeps in its
muddy mound. Its nose is nearly invisible where it pokes
above the water. If any creature enters its pool. or if loud
sounds are made near the pool's edge (such as combat
with giant snakes). the crocodile awakens and slides
through the water to investigate. If it does interrupt com-
bat with the canopy-dwelling serpents, the snakes flee
into the trees to escape.
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