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Marsh/Swamp

Note: Swamps, bogs, and marshes are classic adventure locations and have incredible mood and effect built-in.

Description: The following events are applicable if the PC's are traveling in a marsh, swamp, fen, or bog-like area.

Recommended Frequency: One time every two hours, whenever PC's travel more than 10 minutes, or whenever the GM desires.

Day Night
Die Roll Encounter Type
01-15 Potentially hostile encounter. Roll on Table 1 for the appropriate climate/terrain.
16-20 Unusual weather/terrain. Roll on Table 2 for the appropriate climate/terrain.
21-25 Notable Occurrence. Roll on Table 3 for the appropriate climate/terrain.
26-50 Travelers or non-hostile encounter. Roll on Table 4 for the appropriate climate/terrain.
51-00 No encounter.
Die Roll Encounter Type
01-30 Potentially hostile encounter. Roll on Table 1 for the appropriate climate/terrain.
31-35 Unusual weather/terrain. Roll on Table 2 for the appropriate climate/terrain.
36-40 Notable Occurrence. Roll on Table 3 for the appropriate climate/terrain.
41-45 Travelers or non-hostile encounter. Roll on Table 4 for the appropriate climate/terrain.
46-00 No encounter.

Weather or Terrain Event

As always, if a particular roll does not make sense or apply in your scenario, reroll or choose a better or more interesting one.

Event Effect
01-15
16-30 Coldsnap
31-32
-
33-47 Fog bank
-
-
48-62 Heatwave
63-72
73-74 Hurricane/tornado
75-83
-
- Quicksand
-
- Sinkhole
-
84-98 Snow/thunderstorm
-
99-00

Swamp CR 7

d% Encounter Avg. CR
1–6 1 constrictor snake
7–10 1 hydra
11–14 1 leech swarm
15–18 1 gray ooze
19–22 1 green hag
23–26 1 ochre jelly
27–32 2d6 stirges
33–38 1d6 crocodiles
39–46 2d6 giant frogs
47–52 2d6 goblin dogs
53–56 1d4 harpies
57–64 2d6 lizardfolk
65–72 2d6 boggards
73–74 1 chuul
75–76 1 dracolisk
77–80 2d6 giant leeches
81–82 1 black dragon (young)
83–84 1 giant slug
85–88 1d6 shambling mounds
89–90 1 spirit naga
91–94 1d6 will-o'-wisps
95–96 1 dire crocodile
97–98 1 giant flytrap
99–100 1 froghemoth