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Hither 1pg

The document describes several encounters the characters could have while traveling through the swamp: 1) They find a raft they can use to traverse the swamp during high waters and meet a goblin named Jingle Jangle who collects keys. 2) They discover magic wells that spew vile water and are surrounded by will-o-wisps, finding trinkets in one well's geyser. 3) They must make a survival check to avoid bursting marsh gas bubbles or suffer magical effects. 4) Mud mephits emerge and threaten to drag them under unless they can guess the creatures' favorite food.

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0% found this document useful (0 votes)
122 views1 page

Hither 1pg

The document describes several encounters the characters could have while traveling through the swamp: 1) They find a raft they can use to traverse the swamp during high waters and meet a goblin named Jingle Jangle who collects keys. 2) They discover magic wells that spew vile water and are surrounded by will-o-wisps, finding trinkets in one well's geyser. 3) They must make a survival check to avoid bursting marsh gas bubbles or suffer magical effects. 4) Mud mephits emerge and threaten to drag them under unless they can guess the creatures' favorite food.

Uploaded by

travixxarrek
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Go through

Appear on
Witness Brigands
Queen's Way
Balloon Set out for Tollway on
from
Crash and Telemy Hill the way to
Witchlight The characters encounter a native of the Feywild
Investigate The Soggy
Carnival
Court but an outsider to Prismeer: Sir Talavar, a gallant
faerie dragon knight in the service of the Summer
Queen. From Sir Talavar, the characters learn that
Zybilna has been overthrown by the hags of the
Hourglass Coven.
:
Waters change whenever you want, taking 1d10 minutes to change. This encounter serves as a cautionary tale, warning
the characters about what becomes of those who
High waters: The water’s depth is 5 feet, and all creatures move at half speed except for
are too cavalier about bargains made with a hag.
creatures that can swim. The visibility is 10 feet underwater.
The characters meet a goblin named Jingle Jangle,
Low Waters: The sticky mud of the bottom is considered difficult terrain. This creates mud who has an obsession with collecting keys.
pits in areas of the swamp. The group must make a DC 10 Wis (Survival) group check. If ’
successful, they’re able to notice the hazard and avoid it. The last of these encounters is with a native of
Prismeer who remembers what the domain was
’ : like before the Hourglass Coven shattered it. Agdon
These are magic wells scattered around Hither. Vile water spews from them and Will-o-wisps Longscarf, a nefarious bandit leader, can tell the
(1d4) tend to hang around the area. characters how to reach Downfall if they get the
better of him.

A raft that the character may use to get around the swamp at high water levels, if they can find a pole to maneuver the raft. The raft won’t budge
during low water levels.

An o’-well 10 feet tall and 5 feet in diameter. A steady geyser of water shoots from the well, rising to 30 feet above the well. Passive Wisdom
(Perception) score of 13 or higher sees 1d4 Feywild trinkets bobbing in the water at the top of the geyser. For each trinket, one invisible will-o’-wisp
hovers within 5 feet of the geyser. The will-o’-wisps are the spirits of creatures that owned the trinkets in life. They will accuse any player of being a
thief if they take a trinket without reciprocation.

(Please see the extra handout for this section)

As the characters cross the swamp, they encounter a field of marsh gas bubbles and must make a DC 10 Wisdom (Survival) group check. Anyone within
10 feet of a bursting bubble must succeed on a DC 10 Constitution saving throw or suffer the gas’s magical effect for 1 hour. Effects can be found on the
Marsh Gas Table.

(only low water level) Five mud mephits emerge from the muck around the characters and threaten to drag them down into it unless they can guess
the mephits’ favorite food. The answer, of course, is mud pie.

Six Hobgoblins that, if left alone, won’t attack the party and will even give them directions to Downfall.

When the swamp's water level is low, the characters’ chance upon a 10-foot-wide stream. Unknown to them, the stream flows from Downfall, and any
character who looks into the water’s reflective surface catches a glimpse of an event transpiring in Downfall at that very moment.

After walking onto an old battlefield between Elves and Fomorians, two unarmed animated Armors rise and mimic the players' actions. They will attack,
if attacked.

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