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The Heart of Goodhollow

Fifth Edition
Contents
Heart of Goodhollow ............................................... 3
Introduction ................................................................................3
Goodhollow ................................................................................ 3
Rumors and Adventure Hooks ...............................................3
The Swamp .............................................................................. 4
Locations in the Swamp ..........................................................5
The Village of Goodhollow .................................7
Yonne Weaver .............................................................................7
General Features .......................................................................7
Temple .........................................................................................7
Mansion .......................................................................................8
Bullywug Camp .................................................................. 9
Encounter ................................................................................... 9
Palace of the High Mudlord Gorak Accaroak ...................10
Petrified Kraken .............................................................11
Entrance ................................................................................... 11
Cavern .......................................................................................12
Wilthulia’s Den ........................................................................ 12
Development ............................................................................12
Appendix A: New Treasure ......................................13
Appendix B: New Monsters ................................... 14
Appendix N: Sources & Credits ..........................15
Heart of Goodhollow

A
H YES, I REMEMBER GOODHOLLOW. MY Seventy years ago, when Goodhollow’s population was
mother would take me there as a boy, to visit around 500 people, the night hag Wilthulia came. She took
the market. Rich with fish, and of course the form of a dryad, bewitched the villagers and seized the
those beautiful pearls. It’s flooded now – an heart of the kraken, which she used to turn the village into
uninhabitable swamp. They say a monster swamp. Most of the villagers fled: the rest, she turned into
came and killed the mayor, his family, and ettercaps, which have since raised giant spiders.
anyone who wasn’t sensible enough to flee.” Now, Goodhollow is treacherous marshland. Gnarled
“That’s not what I heard, Gregory – I heard someone trees grow from the soggy earth. Ponds and streams are
found some cursed artifact in a cave, and that’s what hidden by moss and leaves. An unnatural mist drifts across
brought the water in.” the surface of the swamp. Remains of farmhouses litter the
“Pah! These are the stories of lackwitted old men. All I countryside, collapsed and reclaimed by nature. Everything
know is that bullywugs and giant spiders have been coming in the swamp is rotten and consumed by mold.
out of Goodhollow and raiding my caravans. And someone
needs to sort it out!” Rumors and Adventure
Introduction Hooks
The Heart of Goodhollow is an atmospheric exploration Bullywugs have been raiding caravans, and there are
adventure about uncovering a recently-ruined village. It is reports of giant spiders. Both originate from the area of
balanced for a group of four characters between fifth and Goodhollow.
seventh level. This module assumes that you have the fifth The people of Goodhollow found hidden treasure in the
edition core rulebooks (Player’s Handbook, Dungeon woods and were punished by the gods for taking it.
Master’s Guide, and Monster Manual). Benign or nefarious spellcasters such as the Zhentarim,
Harpers or Emerald Enclave have magically detected a
Text that appears in a box like this is meant to be read aloud
powerful magical force in the swamp and want it
or paraphrased for the players when their characters first
retrieved.
arrive at a location or in a specific circumstance, as
described in the text.

Ghosts of Saltmarsh
The Monster Manual contains stat blocks for most of the This adventure is written to be setting agnostic,
creatures found herein, and a handful of new monsters but can easily be integrated into a Ghosts of
appear at the end of this supplement. When a creature’s Saltmarsh campaign. The village is located on the
name appears in bold type, that’s a visual cue pointing you edge of the Hool marshes, along the Dunwater
to its stat block in the Monster Manual. If a stat block river. Keledek the Unspoken sends the characters
appears elsewhere, the text tells you so. to investigate magical emanations coming from
Spells and equipment mentioned in the adventure are the swamp. If the characters retrieve the heart of
described in the Player’s Handbook. Magic items are the swamp, many interested parties make an
described in the Dungeon Master’s Guide. appearance. Gellan Primewater wants the gem
out of vanity. Eliander Fireborn believes that such
Goodhollow a powerful artifact belongs to the crown. The
Scarlet Brotherhood plans to use the heart to
Thousands of years ago, a kraken died in the area that sabotage the dwarven mine, and will kill to obtain
it. If the heart remains in Saltmarsh, it is up to
would become Goodhollow. Its magical essence coalesced you to determine how its corrupting influence
into its heart, which became a powerful artifact. Much later, affects the town.
humans founded Goodhollow. Its coastal location provided
abundant fish, and oyster beds were discovered.

3
The Swamp

G
OODHOLLOW MUST BE APPROACHED A single hex on the map below represents an area one
by water, through dense and foggy swamp. mile across. Because of the difficulty traversing the swamp,
Characters can navigate the swamp by foot it takes one hour to travel through a hex. Characters can
or with a small boat, but both present their approach the swamp from any of the outer hexes.
difficulties as there are no clear waterways Successful navigation requires a DC 15 Wisdom (Survival)
to the village, requiring frequent detours. check. A failure represents the party ending up in a
randomly selected neighboring hex to the intended target.
For example, a party moving from hex 1 to hex 7 could end
up in either hex 2 or hex 3.

Map 1: The Swamps of Goodhollow


Locations in the Swamp A structure for hexploration
The following locations are keyed to map 1. To travel the swamps surrounding Goodhollow,
you can use the following procedure:
(Unkeyed) Outskirts
Choose a target hex.
As you enter the swamps surrounding Goodhollow, the sky Determine roles. Each PC selects one from:
navigate, map or spot.
shifts from clear to overcast. You feel a soft, cold drizzle on
Navigate. Each navigating PC makes a DC 15
your skin. Fog creeps up from the soil. The sounds of Wisdom (Survival) check, with Advantage if
insects, frogs and hissing owls surround you. the target hex is mapped. If at least one PC
succeeds, the party enters the target.
Otherwise, the party enters a random hex
Swamp Monster adjacent to the target.
In hidden depths lie monstrous creatures, twisted by the Add the discovered hex to the map. Only if a
curse that permeates these lands. When entering this hex, PC is mapping the journey.
roll a d20. If the result is 18 or more, roll a d6 on the DM describes hex.
following table to determine the type of creature the party Choose pace.
disturbs. All of these attempt to ambush the party from a Normal: no modifiers.
hidden position. Expeditious: suffer a -5 penalty on
navigation and passive Wisdom (Perception).
Swamp Monster Cautious: gain a +5 bonus to navigation and
allows a group Dexterity (Stealth) check when
d6 Encounter encountering enemies.
1 1 giant crocodile Determine random encounter. Roll a d20 and
consult the location’s key to determine if a
2 1d8 + 1 swarms of insects random encounter occurs. When traveling at
3 1 shambling mound an expeditious pace, roll 2d20 and take the
lowest value. At a cautious pace, roll 2d20
4 1d6 + 6 ghouls and take the highest.
Resolve random encounter. Hidden enemies
5 1 troll
make a Dexterity (Stealth) check against the
6 2 giant constrictor snakes highest passive Wisdom (Perception) among
PCs that have chosen the spotter role.
1. Spider Webs Rangers. When traveling with a ranger
specializing in swamplands, parties may travel as
Soon after entering this area, you notice the thick strands of if using an expeditious pace without suffering
webbing spanning between the trees. any penalties, and automatically succeed on their
navigation check. Rangers can navigate and spot
at the same time.
The webbing heralds a giant spider’s nest. Characters can
choose to circumvent the nest by returning to the hex from
which they came and rolling for an encounter on that hex Nesting Grounds
instead.
A mostly intact farmhouse is used as a nesting ground. Two
Giant Spiders ettercaps care for a dozen giant spider-eggs. Half of them
When entering this hex, roll a d20. If the result is 11 or (2d6) hatch into spiderlings when disturbed (use giant
more, four giant spiders ambush the party. The spiders are wolf spider statistics).
hidden in the trees: any character whose passive Wisdom Wilthulia’s Wedding
(Perception) is below 17 is surprised as they attack.
Torches, enchanted with continual flame and burning with
2. Farmhouses green light, surround this broken-down barn. Inside,
mannequins made of twigs and moss, wearing tattered
The characters spot old farmhouses, decaying and half clothing, are sat around a rotting feast on a large wooden
sunken in the morass - a signal that the old village must be table. The feast is made up of dead animals such as snakes,
nearby. raccoons, rats, and a decaying deer.
The party encounters 1d4 such farmsteads in this hex. If Treasure. The mouth of the deer holds a moonstone
they want to investigate one of the houses, roll a d6 on the wedding band (100 gp).
following table:
Shepherds
Farm Contents When entering this hex, roll a d20. If the result is 17 or
d6 Contents more, the party discovers what inhabits these abandoned
1-3 Empty farms: two ettercaps shepherd a group of three giant
spiders. From a distance, the group looks like farmers and
4-5 Nesting Grounds cattle marching through the fog. Should the party be
6 Wilthulia’s Wedding overwhelmed by the ettercaps, they find themselves tied up
in Chauntea’s temple.

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3. Bullywug Hunters 7. Wilthulia’s Lair
This area is used by the bullywugs as hunting grounds. This area is the nexus of the diseased marshes of
There are many deep lakes and ponds here, with large fish Goodhollow. The clouds are thick and dark, and rain is
visible below, and few dry areas. If the party have access to constant. Insects are rampant, but no birds or other
a boat, they may roll their navigation check with Advantage. animals can be heard.
If they don’t, they roll with Disadvantage on the check.
Lurking Evil
Hunting Party An encounter in this hex occurs on a roll of 15+ on a 1d20.
When entering this hex, roll a d20. If the result is 16 or Use the table from the “Outskirts” location to determine
more, the party crosses paths with the bullywugs. A the nature of the encounter.
bullywug hunting party consists of 1d6 + 6 bullywugs with
fishing spears, moving stealthily through the swamp. They Petrified Kraken
flee at the first sign of trouble. Wilthulia has her lair here. It is well-hidden, but an
observant character can spot the light of the torch in front
4. Goodhollow of her doorway. Any character that is spotting may attempt
See “The Village of Goodhollow” for details on this a DC 13 Perception (Wisdom) roll. On a success, they
location. notice a sickly green light through dead trees.
See “Petrified Kraken” for additional details on the hag’s
5. Bullywug Camp lair.
See “Bullywug Camp” for details on this location.
6. Skirmish
This area is a staging ground for constant skirmishes
between the ettercaps of Goodhollow and the bullywugs of
king Accaroak. While traveling through this hex, the PCs
encounter recent remains of both.
Pitched Battle
When entering this hex, roll a d20. If the result is 13 or
more, the party finds a bullywug raiding party consisting of
10 bullywugs locked in mortal combat with an ettercap
and two giant spiders. The first thing they notice is the
sounds of the battle - loud croaks and gurgling hisses.
If the PCs intervene and help either side of the conflict,
the result is an unstable alliance with the survivors and an
invitation to either Goodhollow or the bullywug palace.

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The Village of Goodhollow

A
S IT FIRST EMERGES FROM THE FOG,
characters can make out the temple and General Features
mansion at the center of the village. The The town square is mostly submerged in calf-deep water.
water level becomes low enough for the Errant walls mark the locations where houses used to
players to walk about 600 feet from the stand. Only two buildings remain upright: a temple to
outskirts. Chauntea and the mansion of the former mayor.
Yonne Weaver Temple
The last mayor of Goodhollow has been transformed into a This temple to Chauntea is in severe disrepair. Some of the
hideous fusion of man and spider, almost but not entirely stained glass windows are intact, showing scenes of
like the ettercaps of Goodhollow. He rules the village blind farmers harvesting wheat.
to its horror, treating the ettercaps as his prized citizens. Five ettercaps loiter around. Four bullywugs are
He has the mage statistics, speaks Common, and shares restrained in thick webbing.
the spider climb, web sense and web walker traits of Yonne Weaver. If Yonne is here, he preaches a sermon of
ettercaps. Yonne can be found in either the temple to peace to the indifferent ettercaps. At the end of his sermon
Chauntea or his mansion, at your discretion. While Yonne he says, “let us pray”, and the ettercaps descend upon the
is friendly to the characters, no ettercaps or spiders will bullywugs in a starved frenzy.
attack them, though they appear visibly agitated by their
presence.

Map 2: Weaver Mansion

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Mansion 2. Kitchen
This mansion has a patio, an entryway leading into living Weeds creep through the boards of this kitchen. Doors
quarters and kitchen, and stairs going up to two bedrooms hang loosely off the few remaining cupboards, their
and an office accessible by a narrow hallway. The house is contents long spilled out.
only barely standing. Treasure. The floor holds scattered tarnished silverware
(3 gp). A copper cooking pot in a corner (2 gp) hides a
1. Living Quarters poisonous snake.
The swamp has crept in here, bringing mold and rot. 3. Bedroom
Insects crawl through debris on the floor. This bedroom contains a pile of bones, which upon further
One ettercap is rummaging through the waste. It inspection is made up of two child-sized skeletons.
ignores the characters unless provoked, which is not hard Treasure. An ivory comb (30 gp). A silver locket, within it
to do. a small painted picture of a family of four (5 gp).
Treasure. Buried in garbage lie discarded worldly
possessions: an electrum statuette of Chauntea (250 gp) 4. Bedroom
and a rotting purse containing 13 gp.
This room is covered in webbing.
Four giant wolf spiders hide on the ceiling.
Treasure. A jewelry box has various brooches, gems and
earrings (20 gp total) and a moonstone wedding band (100
gp).
5. Office
Yonne Weaver. Yonne greets the players in his office,
mechanically shuffling rotting papers. He behaves
otherwise like a regular town leader, offering a reward if
the bandits attacking from the east are dealt with, and
telling the players about a wise spirit in a cave to the
northeast who offers magical gifts. If attacked, he calls for
his ettercap ‘servant’ (area 1), and his four giant wolf spider
‘dogs’ (area 4).
Treasure. Among the papers is an old map of
Goodhollow, carefully denoting the borders between the
various farmers’ lands. There is a small circle with faded
scribbling that reads “dryad” marking the area east of the
farmland (hex 7).

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Bullywug Camp

T
HE CAMP IS SPREAD ACROSS A LARGE Hunting Party
area, with small encampments surrounding
the ‘palace’. As the characters enter the A bullywug hunting party consisting of 1d6 + 6 bullywugs
bullywugs’ territory, they can see the three with fishing spears. They flee at the first sign of trouble.
trees that form this palace in the distance.
Raiding Party
A raiding party consisting of 2d6 bullywugs, led by 1
Encounter bullywug mucker (see “New Monsters”) on a giant toad.
These bullywugs are on their way to assault the village and
The bullywugs patrol their turf well. Any encounter with are ready for a fight. If the characters show proper
bullywugs assumes that the bullywugs are moving deference they lead them to their leader in the palace.
cautiously, using their swamp camouflage ability to gain Should battle be joined, the bullywug mucker can croak a
Advantage on their Dexterity (Stealth) roll. loud alarm that can be heard across the entire camp. This
It would require many blessings of Tymora to pass causes all bullywugs to flee to the palace, for a total of 50
through bullywug territory without incident. When entering bullywugs (30 noncombatants), 4 bullywug muckers (with 4
this hex, roll a d20. If the result is 6 or more, roll on the giant toads) and 1 bullywug mud lord (see “New
following table. Monsters”).
Bullywug Encounter Encampment
d6 Encounter
Bullywugs are amphibious, so their dwellings are for
1 Hunting Party shelter from the sun and are built above water and
2-4 Raiding Party accessed by water-filled tunnels. They are fashioned from
hides and leaves stretched between trees.
5-6 Encampment This camp is either empty (2-in-6 chance) or inhabited by
1d4 + 2 bullywugs and 2d10 bullywug noncombatants.

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Palace of the High Mudlord Gorak Accaroak
Three cedar trees of exceptional girth whose crowns have Entering the Palace
grown to be intertwined form this palace. The bullywugs
have stretched hides and thatch between them, creating a Bullywugs enter the palace by swimming through the
pyramid-like structure. The palace is 40 feet to a side and submerged roots and climbing up once inside. The pool
stands at the side of a five-foot deep still water pool that is obscures vision which can prove advantageous to
buzzing with insects and smells of sulfurous rot. characters that want to retain an element of surprise.
Characters can also opt to cut their way in through the
sides of the palace. The hides give way easily to any
weapon but the first to enter through such an opening will
be assaulted by a wave of bullywug spears.
Palace Interior
Inside, the floor is made of tangled and partially submerged
roots. The palace counts as difficult terrain. Gorak sits on a
knobbly growth on one of the trees. High outcroppings,
reachable by the bullywugs’ standing leap, contain his
guards.
A large pile of offerings sits on a dais in front of the
chieftain, mostly consisting of worthless trinkets, but some
items of value can be spotted (see the Treasure section
below).
Gorak is a bullywug mud lord (see “New Monsters”). He
is accompanied by his mate Iccirick (bullywug), 1d4 of his
bullywug mucker (see “New Monsters”) sycophants and
1d6 + 6 bullywug followers.
Gorak believes all the swamp rightfully belongs to his
clan. He wants to clear the village of spiders so his clan can
inhabit it, and thinks that killing Yonne Weaver will achieve
this. He has also found out about the heart of the swamp
and claims it is an unjustly-taken heirloom of his people
that he wants to have returned. He will tell the party
whatever lies he thinks will get them to do these tasks, then
attempt to kill them after they do. If the party refuse, he will
dispatch spies to follow them.
Treasure. To gain king Gorak’s favor, subjects donate
trinkets and baubles which are added to the pile. Sifting
through worthless glass beads, scavenged weapons, and
cheap figurines, recovers 427 gp, 581 sp and 2600 cp, an
assortment of 17 gemstones (azurite, quartz, moss agate,
onyx, each worth 10 gp), and one amethyst inlaid mirror
(120 gp).

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Petrified Kraken

Like a dead tree, the petrified husk of the kraken lies in the Door. The large, wooden door is enchanted with an
muddy grass of a small hill. Its roots made of contorted arcane lock spell. A character who is blinded or has their
tentacles once strong enough to crush ships but now eyes closed can negate the spell and open it easily.
lifeless and inert. A circular wooden door is set in the base Otherwise, it requires a DC 25 Dexterity check using
of the structure, decorated with images of faeries and thieves’ tools to open. A casting of knock suppresses the
fawns. lock for 10 minutes but alerts the creatures inside.
A character who inspects the door notices small runic
Entrance text running the length of the frame. The mouth of the door
casts shadows on these texts so that they are hard to read
The first thing that the characters spot is a torch wedged without a light source. There are four verses here. Reading
firmly into the hill, burning with a green flame, some 20 a verse takes an action.
feet away from the door. The first three verses are in Primordial. A character who
Torch. A lit torch on a bamboo stick bound with a leather reads and understands one of these must succeed on a DC
strap covered with burned-in runes is wedged into the 14 Wisdom saving throw or suffer a temporary form of
ground. The torch shifts and wobbles as if the hole it’s madness as described in chapter 8 of the Dungeon
stoppering is under a large pressure. Master’s Guide. The Primordial verses describe:
A detect magic spell or similar effect reveals Divination
magic radiating from the torch, and Conjuration from the Leviathans battling under a starless sky, burning oceans
stoppered hole. and drowning deserts.
Any text illuminated by the torch becomes instantly Tentacles ripping through streets and palaces as a city is
understandable by the character holding it, as if under the pulled into a river.
effect of a comprehend languages spell. Dead-eyed sea spawn scurrying across a gargantuan
Removing the torch causes two swarms of insects tyrant and throwing themselves into its maw.
(centipedes) to magically emerge from the hole, and as The fourth verse is written in Sylvan:
long as it is not stoppered, a new swarm forms on initiative
count 20 of each subsequent round. The hole can be Peasants beg a forest nymph for supernatural gifts.
wedged shut, but unless the torch is used it requires a DC They pay with their eyes to gain entry into her forest
12 Strength (Athletics) check every turn to prevent the domain.
centipedes from crawling out.

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Behind the door is a stairway that ends in a curtain of thick
webbing.
Treasure. A character who plunges their arm into the
torch’s centipede-filled hole suffers 10 (4d4) piercing
damage but is able to retrieve a blindfold of true darkness
(see “New Items”). A character wearing the blindfold can
open the door as if blinded.
Cavern
Past the webbing lies the hollowed out chest of the kraken.
Petrified ribs flow like beams overhead. They sprout from
the monster’s spinal cord which runs the length of the floor.
The ground slopes downwards towards a pool of foul water
and is covered by a dense roiling fog.
A large red gemstone, the heart of the swamp (see “New
Items”), hangs suspended from silken strands in the center
of the cavern, glowing with a pulsing red light. An ettercap
tends to the heart, padding it with webbing, and two giant
spiders are hidden in the fog. They attack anyone who
touches the heart.
Wilthulia the night hag sits by the pool in her dryad
form, her mud mephit familiar hidden nearby. She claims
she has just found the artifact and tries to get the
characters to save it from the ettercap, hoping they will die.
If her ruse fails, she turns ethereal and jumps into the pool,
ready to drown any who follow.
Pool. The muddy water in the pool reduces visibility to 2
feet. The pool is a passage that leads 10 feet down, and
then back up into Wilthulia’s den.
Wilthulia’s Den
Bones of giant spiders litter this pitch-black room.
Yonne’s Curse. A tarantula-sized spider lies twitching on
a wooden board, pinned down by sharpened, ripped-out Development
fingernails. Freeing or killing it removes Yonne’s Undoing the hag’s curse causes Yonne to slowly regain his
misconception about his physical appearance, but he will sanity. Overcome by shock and grief, he soon dies. Local
be horrified, possibly to the point of madness by what he adventurers find the lifeless body of a hideous half-man,
has become. Only a remove curse spell or similar magic half-spider hung from a noose tied to they keystone above
restores his physical form. the temple’s entrance.
Treasure. Wilthulia’s possessions include a jar of 2d6 Removing the heart of the swamp from the hag’s lair
eyeballs, which can be consumed to receive Advantage on causes the clouds surrounding the swamp to dissipate. As
the next Wisdom check, a potion of greater healing, a the characters exit her lair, they notice sunlight breaking
potion of poison (the drinker falls unconscious for the through. The land will dry in two seasons, and in another
duration of the poison), a book of disturbing children’s two become arable once more.
stories (25 gp), a necklace with three sardonyx gemstones
in the shape of beetles (150 gp) and a brass cauldron used The heart of the swamp is a formidable gemstone and
for summoning familiars (35 gp). All of the items are cursed can be sold for 1000 gp. From a knowledgeable party, it
(DM’s discretion). can fetch twice as much. The cult of the kraken will go to
great lengths to procure it.

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Appendix A: New Treasure
Heart of the Swamp Blindfold of True Darkness
Wondrous item, legendary (requires attunement by a non- Wondrous Item, uncommon, requires attunement.
good aligned spellcaster).
This black, silky piece of cloth is completely opaque when
The heart has 4 charges and regains 1d4 charges at held up to the light. When you wear this blindfold, you gain
midnight. While holding it, you can use it to cast the the blindsight ability out to 30 feet. Because your eyes are
following spells: protected, you are also immune to gaze attacks and spells
or effects that rely on sight. You cannot use vision in any
create water (1 charge), creating fetid water way while wearing the blindfold.
control water (3 charges), using the “flood” effect of that
spell.
control weather (4 charges), changing the weather one
step towards overcast (ground fog), warm, and calm
winds.

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Appendix B: New Monsters
Bullywug Mucker Swamp Camouflage. The bullywug has advantage on
Dexterity (Stealth) checks made to hide in swampy
Medium humanoid (bullywug), neutral evil
terrain.

Armor Class 15 (hide armor, shield) Standing Leap. The bullywug's long jump is up to 20
Hit Points 39 (6d8 + 12) feet and its high jump is up to 10 feet, with or
Speed 20 ft., swim 40 ft. without a running start.
Actions
STR DEX CON INT WIS CHA Multiattack. The bullywug makes two melee attacks:
one with its bite and one with its spear.
15 (+2) 12 (+1) 14 (+2) 7 (-2) 10 (+0) 8 (-1)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Skills Stealth +3 target. Hit: 7 (2d4 + 2) bludgeoning damage.
Senses passive Perception 10 Spear. Melee or Ranged Weapon Attack: +4 to hit,
Languages Bullywug, Common reach 5 ft. or range 20/60 ft., one target. Hit: 9 (2d6
Challenge 1 (200 XP) + 2) piercing damage, or 11 (2d8 + 2) piercing
damage if used with two hands to make a melee
Bully. A melee weapon deals one extra die of its attack.
damage when the bullywug hits with it (included in
the attack). Leaping Charge. The bullywug uses its standing leap to
enter melee combat with an enemy and immediately
Amphibious. The bullywug can breathe air and water. makes a spear attack. If the attack hits, the target
must succeed on a DC 12 Strength saving throw or
Speak with Frogs and Toads. The bullywug can be knocked prone. If the target is prone, the bullywug
communicate simple concepts to frogs and toads can make an additional spear attack against it as a
when it speaks in Bullywug. bonus action.

Bullywug Mud Lord Sorcery Points. The bullywug has 3 sorcery points. It
can spend 1 or more sorcery points as a bonus action
Medium humanoid (bullywug), neutral evil
to gain one of the following benefits:

Armor Class 12 (15 with mage armor) Reckless Spell: When it casts a spell that forces
Hit Points 46 (7d8 +14) other creatures to make a saving throw, the bullywug
Speed 20 ft., swim 40 ft. can sacrifice its allies to increase the spell’s force. To
do so, it spends 1 sorcery point and chooses up to 2
allied creatures that are affected by the spell. For each
STR DEX CON INT WIS CHA creature chosen, it may then choose an enemy
creature. Each creature chosen in this way suffers
12 (+1) 15 (+2) 14 (+2) 11 (+0) 10 (+0) 14 (+2) Disadvantage on their first saving throw against the
spell.
Skills Stealth +4 Empowered Spell: When the bullywug rolls damage
Senses passive Perception 10 for a spell, it can spend 1 sorcery point to reroll up to
Languages Bullywug, Common 2 of the damage dice. It must use the new rolls. It can
Challenge 2 (450 XP) use Empowered Spell even if it has already used
Reckless Spell during the casting of the spell.
Amphibious. The bullywug can breathe air and water. Swamp Camouflage. The bullywug has advantage on
Dexterity (Stealth) checks made to hide in swampy
Speak with Frogs and Toads. The bullywug can terrain.
communicate simple concepts to frogs and toads
when it speaks in Bullywug. Standing Leap. The bullywug's long jump is up to 20
feet and its high jump is up to 10 feet, with or
Spellcasting. The bullywug is a 4th-level spellcaster. without a running start.
Its spellcasting ability is Charisma (spell save DC 12,
+4 to hit with spell attacks). The bullywug has the Actions
following sorcerer spells prepared:
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Cantrips (at will): acid splash, dancing lights, poison target. Hit: 3 (1d4 + 1) bludgeoning damage.
spray, shocking grasp
1st level (4 slots): expeditious retreat, mage armor, Spear. Melee or Ranged Weapon Attack: +3 to hit,
thunderwave reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6
2nd level (3 slots): hold person, shatter + 1) piercing damage, or 5 (1d8 + 1) piercing
damage if used with two hands to make a melee
attack.

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Appendix N: Sources & Credits
The Lonely Scroll, by various authors, curated by M.T. Black.
          For getting the ball rolling on this adventure.
Ghosts of Saltmarsh, by Mike Mearls, Kate Welch, et al.
          Adventure hooks.
Monster Manual 2 (4e), by Rob Heinsoo and Stephen Schubert.
          For special bullywugs.
Arms and Equipment Guide (3e), by Eric Cagle, Jesse Decker, Jeff Quick, James Wyatt
          For the cool blindfold.
GMBinder.
          For the layout of this adventure.
Dungeon Painter Studio, by pyromancers.com and the Dungeon Delving tileset, by John Fallara.
          For the map-making software.
This adventure features original artwork by Gabriel Hanley.
Additional art:
Some art (c) 2019 Dean Spencer, used with permission. All rights reserved.
Gary Dupuis
Shutterstock.com
Vertyr
AndyPermanaPutra
Konstantin G
Bodor Tivanda
Trafapicture

Written by Harald Maassen & Colin Rothwell.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast
in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with
permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2019 by Harald Maassen and published under the Community Content
Agreement for Dungeon Masters Guild.

15
In Hidden
Depths Lie
Monstrous
Creatures
No one knows what happened to the once
peaceful village of Goodhollow. Its green fields
have been transformed into a festering swamp
where giant spiders and frog-men battle for
supremacy. And in the center of it all an
ancient evil's heart still beats.

Design: Harald Maassen and Colin Rothwell


Art: Gabriel Hanley

A DUNGEONS & DRAGONS adventure for


characters between fifth and seventh level

For use with the fifth edition Player's


Handbook, Monster Manual, and Dungeon
Master's Guide

WWW.GMBINDER.COM

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