Swamps and marshes can be dangerous places at best, but a GameMaster may need to come up with encounters for travelling through them on the fly.
This supplement has 100 different encounters suitable for such regions that can be dropped into a journey. Some are odd, some are potentially dangerous and some may be a potential source of adventure hooks.
To use the list, either roll d100 for a random result or select appropriate ones manually.
Here are some sample results:
78. The muddy path here has been made slightly easier going by the addition of rough wooden stones that have been placed in the mud.
79. The mud here is thick, black and gooey. Not only does it slow progress (movement is halved), but walking through the mud disturbs pockets of decaying matter that, when breached, fill the air with a nauseating smell (an Athletic (Endurance) roll to avoid becoming nauseated for 2d6 rounds and suffering -2 on all rolls).
80. The path here is fragile as it has been undermined by nearby water. Too much weight will cause the path to collapse, dumping creatures into the water (more than one Medium creature or equivalent in smaller creatures using the path at the same time will cause it to collapse; an Athletic (Agility) roll to avoid landing in the water).
Released: 28th August 2021 Pages: 6
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