17.
Woodland Marsh
This
entire hex is a swampy marsh and movement in this hex is cut in half. A druid
lives in this marsh and has been ensorcelled by the Green Hag. He is in love
with her and will do almost anything she demands – though she hasn’t yet turned
him completely evil. He is very conflicted and mutters to himself, second
guessing every evil deed he commits, yet so enthralled with the Green Hag is he
that he is compelled to please her, by committing these minor atrocities. She
has not yet convinced him to perform the task she charmed him to do: release
the bound Will-o-Wisps in the marsh. He is dangerously close to doing so,
however.
Most of the marsh is unremarkable. Use the
following encounter table and the following encounter key for interesting or
dangerous features. The DM may roll on the Mundane Encounter table as he/she
sees fit.
Roll d8 Marsh Encounter
1.
2-4 alligators
2.
Swamp Gas (save vs. spells or become
nauseated for the next hour, fight at -2)
3.
Geryon (see area 8.9)
4.
Green Hag (see Hex 12)
5.
Swamp Gas (save vs. spells or become light
headed, AC penalty of -2 for one hour)
6.
2-5 alligators
7.
Unexpected boon (a friendly sprite, a
scroll tube with a random scroll, a bone flute, a dagger, a friendly alligator,
etc)
8.
Pestilence (see 8.4 for details)
17.1
Mossy Oak: This oak tree
is really a Hangman’s Tree that Geryon has twisted from the original mossy oak
that grew here.
17.2
Sandy Shore : The ground here is sandy and unstable, difficult to move
across, though there is no quicksand here. Movement in this area is at ¼ normal
rate because of the unpredictable footing. A catoblepas lairs here and will
attack any living thing that comes nearby.
17.3
The Druid’s Mark: The
trees here are carved with a symbol, a stylized “G” it appears to be. The
symbols radiate a faint magic. If they are touched, Geryon is instantly aware
of the touch and the location. If the symbols are traced by a human finger
(gloved or ungloved), the symbol will begin to glow and then the symbol will
appear on the forehead of the symbol’s tracer and Geryon and the Green Hag (see
hex 12) will become able to locate the bearer of the Druid’s Mark no matter
where they go. Remove curse at 7th
caster level to remove the mark.
If the party has the opportunity to ask Geryon about the marks
on the trees, he will tell them that they are the mark of the goddess’s
blessing and if they trace the symbols, the mark of the goddess will appear on
their foreheads and they will be marked as friends of the forest.
17.4
Pestilence: The bones of many animals are partly buried in
the muddy soil here. A plague of biting and stinging insects will attack any
living creature who enter these areas. The insects do 2-8 hp damage per round
(save vs. dragon breath for half damage). Running reduces the damage to half
(quarter damage if save is made) and the cloud of insects will disperse after
running for 4 rounds, otherwise, the swarm of insects continually renews itself
and attacking relentlessly.
17.5
Alguduir Nest: A
pair of Alguduir nest here, deep the underbrush. One of the creatures will be
on the nest (with their egg) and the other will be stalking silently nearby
(3-8 chance of surprising the party). The Alguduir give both Geryon and the
Green Hag a wide berth since they have had dangerous encounters with both of
them in the past.
17.6
Deep Water: The water here
is extremely, and unexpectedly, deep. Anyone tramping through the water without
testing the ground ahead with a pole or staff or branch or the like will find
themselves suddenly sucked down in a deep well, the current unexpectedly
drawing them downward (a sort of enchanted vortex). The bottom of the natural
well here is 40’. Touching the bottom breaks the enchantment and allows the
captured person to swim upward. The enchantment is such that it takes 4 minutes
for a person to reach the bottom, minus ten seconds per AC point below 9 (thus
AC -1 would be 4 minutes -100 seconds, or 2 minutes and 20 seconds). Breath
holding mechanic can be CON check minus the number of minutes breath is held (that is roll
CON – 4 on d20 to determine if the PC can hold his/her breath long enough) or
some other method the DM determines.
17.7
Piles of Bones:
Four huge piles of bones are mounded here, mostly small animal bones, but a few
very large (6-8’ long femurs, for example) can be picked out of the piles.
There are no skulls. There is no indication why the bones are here or what
killed the creatures.
17.8
Caged Light:
Three Will-o-the-Wisps are in iron cages here. The cages are enchanted to
contain the creatures. If any magic is cast upon the cages themselves, the
doors will creak open and the Wisps will launch attacks. If freed, the
Will-o-the-Wisps will attempt to kill every living creature they contact. The
Green Hag believes she can control them (she is wrong, however). If released,
the Wisps will spread out, seeking living creatures, and feed throughout the
valley.
17.9
Mud Hut: Geryon lives
here. The mud and stick hut appears hastily built and barely standing. The
doorway is very large, covered over by what appears to be a weaved grass mat.
Inside, the contents are in disarray, as Geryon constantly
battles his inner demons. He lairs here with two large brown bears that he has
named Carus and Darus. They will defend him with their lives.
Geryon, Druid, 7th
Level, S 11, I 12, W 17, D 13, C12, Ch16 hp 26
Al N(E)-charmed, going insane
Level 1 Entangle, Locate
Animal, Pass Without Trace, Speak With Animals
Level 2 Charm Mammal,
Cure Light Wounds, Heat Metal, Obscurement
Level 3 Cure Disease, Snare,
Stone Shape
Level 4 Hold Plant
Brown
Bear: AC 6; MV 120’; HD 5+5; hp 26, 37; THAC0 15; #AT 3; D 1-6/1-6/1-8;
SA Hug (2-12); SZ L; Int Semi; AL N; XP 456/522. (MM)
TO FINISH: Map
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