A champion has fallen and the party must find a cure from the forest’s blighted beasts. Can they survive their first true adventure?
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A shanty town lies on the edge of the Banahogg swamp, an ancient and profane land. The village of Myrrholm is not fond of or accustomed to visitors, but it now requires help. A curse has spread from the Banahogg, causing people to fall ill and silent. At night, they are lured away in their
All residents and workers have evacuated from Lord Billory’s manor. They flee from the ghosts inside, terrified of the voices and sounds in the night. The party is the most recent group hired to exorcise the threat, entering carefully with only stories and hearsay to guide them. Sounds shift in the floors above, objects seem
The ruins of an outpost sit abandoned on a hill. They might be an ideal place for travelers and caravans to rest for a night, but stories of ghosts and supernatural fog grow more common by the day. The party now finds themselves at these ruins, and the midnight moon brings with it a blanket
The party’s journey continues across the world’s oceans. They have faced monsters both above and below the surface, and even contended with enchanted weather. But they are not done yet, and further dangers await! Below you will find the expanded encounter descriptions for the second half of our Ocean Encounters d20 Chart. They should contain
Your party now sails the seas, whether as hired crew or captaining their own ship, and encounters await them! Maybe you’re preparing to use our Ocean Encounters d20 Chart, after inspiration to run Ghosts of Saltmarsh, or crafting your own campaign. To help you along, here are some expanded explanations for the encounters featured in