You are on page 1of 86

the mucklands

book of random encounters

This book is a work of fiction. Names, characters, places, and incidents are products of the authors’ imagination or are used ficti-
tiously. Any resemblance to actual events, locales, or persons, living or dead, is entirely coincidental. No portion of this book may be
reproduced in any form without written permission from the authors, except as permitted by U.S. copyright law.
Copyright © 2023 by Ben Costa and James Parks. All rights reserved.
Published by Exalted Funeral Press
www.exaltedfuneral.com
credits
Designed and Written by
Ben Costa & James Parks

Art by
Rob Gatto, John Loren, Sean Kiernan,
Sam Mameli, and Ben Costa

Cover Art by
Ben Costa

Layout Production by
A. Manikanndaprabhu and Ben Costa

Layout Design by
Vee Hendro

Edited by
Matthew K
table of contents
HOW TO USE
THIS BOOK5

TRAVEL RULES 6

DRIPPY DOWNS 8
Perilous Encounters���������� 9
Dangerous Encounters���� 12
Discoveries������������������������16

FLEABAG COUNTY21
Perilous Encounters�������� 22
Dangerous Encounters��� 25
Discoveries����������������������� 29

QUAGMASH34
Perilous Encounters�������� 35
Dangerous Encounters��� 37
Discoveries������������������������41

RIVER COUNTRY 46
Perilous Encounters�������� 47
Dangerous Encounters��� 49
Discoveries����������������������� 53

SCALAWAG STRAND 54
Perilous Encounters�������� 59
Dangerous Encounters����61
TABLE OF CONTENTS

Discoveries����������������������� 65

USED T'BE FOREST70


Perilous Encounters��������� 71
Dangerous Encounters��� 74
Discoveries����������������������� 78

4
How to Use This Book
the basics
This book is best used with the Land of Eem Bestiary Vol. 1 and The Mucklands Sandbox Campaign Setting.
Adversaries in Bestiary Vol. 1 appear in GOLD. No Adversary Levels or Classes are described so that GMs can
adjust the encounters to taste. Components and other game terminology from the Core Rulebook appear in
BLACK. The rules for Travel in the Core Rulebook are reprinted herein for convenience.

running random encounters QUAGMASH


General Terrain: Swamps, Marshes, Wetlands
It's important that the GM reads the encounter before
A wild region of swamps and bogs where pioneers,
reading anything aloud to the players. Oftentimes the
adventurers and big game hunters flock to either make
description contains secret information impacting how
names for themselves or succumb to the perilous
the players might react. Most encounters assume the
wilderness full of gators, muckmen, and orches.
PCs are already in the thick of a sticky situation instead
of being able to completely avoid a scenario without ever RIVER COUNTRY
engaging with it. Terrain: Rivers, Lakes, Wetlands
GMs should feel free to alter rolled encounters to A beautiful green country full of rushing waterways,
suit their immediate needs and narrative situation. River Country is not only home to peaceful quortles and
Sometimes, encounters in the Scalawag Strand and River peasant folk, but to wily rascals and obscenely wealthy
Country regions assume the PCs are on a boat; if that's river barons who endlessly duke it out for supremacy on
not the case, adjust the encounter on the fly, or pick extravagant riverboats.
another nearby encounter from the table.
SCALAWAG STRAND
the regions Terrain: Coasts, Oceans
The infamous coastline of the Mucklands, brimming with
There are six regions in the Mucklands, each with their
pirates out to rob seafarers blind—or worse. And if the
own landscape, peoples, and perils. The regions can also
pirates aren't enough to deter you from the open seas—
be used for random encounters when exploring more
beware! For upon the peaks of Terror Island, and in the
general terrain and biomes.
unknowable depths of the ocean, there be monsters!
THE DRIPPY DOWNS THE USED T'BE FOREST
Terrain: Forests, Meadows, Hills
Terrain: Plains, Deserts, Badlands
One of the few bastions of the old magical world, the
Home to the tycoons and corporations that fuel the
Drippy Downs is a land of rolling green hills, home to
Dungeon Era, the Used T'Be Forest is a barren landscape
trolls, faeries, dweorgs and other uncommon species—
of cracked earth and felled trees. A true testament to
many doing their best to preserve the heritage of Eem's
what happens when big business and small moral fiber
magical past.
make a mess of the natural world.
FLEABAG COUNTY
Terrain: Cities, Towns, Farmland
INTRODUCTION

The bustling region of Fleabag County is home to


the Mucklands' biggest cities. Corrupt politicians and
underworld criminals thrive like weeds as average folk
toil away in factories and farms.

5
Travel Rules
Land of Eem uses a hex map and procedural rules for
travel (known as hex crawling). Each Hex is 6 miles. There
travel checks
For every Travel Turn spent moving across the map, a
are three modes of travel: A Day’s Travel, Exploration
different PC must make a TRAVEL CHECK for the whole
and Dungeon Crawling.
group. To make a Travel Check, roll 1d12+Realms at

travel turns the beginning of the Turn to determine if there is an


encounter, a minor setback, an uneventful journey
When traveling across the map, each day is divided into or a discovery. Travel Checks and Hex movement are
4 TRAVEL TURNS . Turns 1 and 2 are in the daytime, and modified according to the Travel Modifiers table.
Turns 3 and 4 are at night. Daytime hours are ideal for
traveling, and PCs can move up to 2 Hexes every Turn.
Thus, the party can typically cover 4 hexes (24 miles)
realms check
during the daytime. Traveling at night is much more 1–2 Perilous Encounter
difficult and dangerous: not only can PCs move just 1 Hex 3–5 Dangerous Encounter
every Turn, they suffer Disadvantage on Travel Checks
when doing so. 6–8 A Bump in the Road
Obviously, it isn’t always wise to march across the land 9–11 Uneventful Journey
both day and night, never stopping to rest. If PCs push
12+ Discovery
ahead and travel a 3rd Turn in a day, they become TIRED
(p135) and suffer 1d6 Dread without a successful Vitality
Check. If they travel a 4th Turn, they automatically
become TIRED and suffer 1d6 Dread.
travel modifiers table
circumstance modifier
Travel 1 Hex per Turn and
ANIMALS AND VEHICLES Traveling at night suffer Disadvantage on
Animals (mounts, beasts of burden, pets) and Travel Checks.
vehicles require upkeep. Animals must be fed
Animal Feed in the same way PCs eat Rations. Difficult terrain: mountains,
If they aren’t fed, they only travel 1 Hex per day. forests, swamps, rivers, 1 Hex per Turn.
Vehicles, on the other hand, can break down and sailing choppy waters, etc.
require repairs or fuel. Traveling on roads
+1 to Travel Checks.
While mounted or in vehicles, PCs can travel 3 (marked on the map)
Turns per day without getting Tired and suffering All in party mounted
1d6 Dread. However, the mounts and draft animals Travel 1 additional Hex
or in a vehicle on roads
might suffer fatigue. After each Turn the animal per day.
(marked on the map)
is pushed beyond 2 Turns, roll 1d12: on a 5-, the
Travel 1 additional
animal stops and must take a Long Sleep.
Hex per day. With an
Outside of special Abilities (such as the
Traveling by vehicle on active crew, Large and
Knight-Errant's steed, and the Loyal Chum's
waterways Huge vehicles may
Loyal Pet, etc.) animals don't attack in Combat.
travel at night without
Nothing harms them except in extreme narrative
Disadvantage.
circumstances (GM discretion).
Traveling in Zones (in Land Often penalizes Travel
TRAVEL RULES

of Eem sandbox settings) Checks.

6
travel check results Exhaustion
The PCs take a difficult path, wearing everyone out.
Everyone suffers 1d6 Dread, and becomes Tired until
PERILOUS ENCOUNTER taking a Long Sleep (p128).
An immediate life-threatening situation or hostile
Adversary. Roll on the Perilous Encounter table. Bad Weather
The PCs run afoul of bad weather: rain, wind, cold or heat.
DANGEROUS ENCOUNTER Only move 1 Hex and suffer -2 to the next Travel Check.
A clear danger or potentially hostile Adversary. Roll on
the Dangerous Encounter table. Unwanted Attention
The PCs travel quite conspicuously, drawing attention
BUMP IN THE ROAD to themselves. The next time they camp, the Wandering
A Bump in the Road is a minor setback even though the Intruder Chance (p129) increases by +2.
PCs successfully traveled to or explored a Hex without
Interparty Conflict
an encounter.
The road is hard, putting people on edge. Two random PCs
D6 Bump in the Road start bickering about something important (a potential
1. Lost 4. Bad Weather opportunity to build Relationships and gain XP).
2. Lost Supplies 5. Unwanted Attention
3. Exhaustion 6. Interparty Conflict UNEVENTFUL JOURNEY
The PCs successfully traveled to or explored a Hex
Lost without any trouble. The PC making the Travel Check
The PCs take a wrong turn and get lost, moving just 1 can also attempt to Find Components.
Hex and rolling 1d6 to determine which Hex the party
travels to (1. North, 2. Northeast 3. Southeast, 4. South, DISCOVERY
5. Southwest, 6. Northwest). In difficult terrain, they A Discovery is a positive encounter or revelation of
make no progress. a local landmark or secret in addition to successfully
traveling to or exploring a Hex. Roll on the Discoveries
Lost Supplies
table.
PC accidentally loses some food or Rations (or, absent
that, a tool from their inventory).

TRAVEL RULES

7
the drippy
 CHAPTER 1


downs


TRAVEL RULES

8
Perilous Encounters
1d2 perilous encounters

1–2 Ornery ETTINS come barrelling down a hill rolling boulders for sport. They’re headed straight for the PCs!

DWEORGS with empty cages hoot and holler, looking for their next captives to shove into their fighting pit. They attack
3–4
with man-catchers.

An enormous, strange flower grows out of a tree stump. Spores erupt from it at the slightest touch causing grogginess.
5–6
Vitality Check: On a 5-, suffer -1 to all Checks for 1 day.

7–8 A herd of defensive GELK lash out at the PCs for encroaching on their territory on top of a grassy hill.

9–10 SPONGOSAURS charge out of a mossy tunnel.

Priggle the Looney, a goblin inventor, fires strange metallic pyramids into the clouds out of a cannon, creating bolts of
11–12
lighting that strike the ground. Priggle cackles with chaotic glee as the lightning blasts trees and causes fires.

Ten boxes of Subterranean Pits and Lairs LLC explosives are soaked from a flash rain storm. Half a dozen TROGGLES are
13–14
trying to dry them out with burning torches.

A bogril junkmonger is headed to Fleabag County, but he's lost one of his best items: The Sword of Egbright Jack. Last
place he remembered having it was at an abandoned Ettin Den a few miles west of here. He's too tired to go back, but if
15–16
the PCs bring it back to him, dinner’s on him and he’ll trade a random Magic item. The Ettin Den is a Random Dungeon
filled with ettins.

The PCs find a huge sack in the middle of the road. It looks like there's something moving inside. Turns out it's a giant
17–18
web sack of baby GIANT INKPOT SPIDERS ready to hatch.

19–20 A rotten tree suddenly falls and splits open, revealing a group of hungry CURDLE SNAILS .

The PCs find a friendly mule pulling an empty cart with no owner in sight.

A PC steps on a half-buried chest marked with the Felmog symbol for the Order of the Cloven Tongue. It has five
21–22
pouches of Ancient Coins. Felmog Outriders are looking for it and will be ruthless against thieves.

The PCs find a shallow pool with a single SCUMSEER apparently asleep, or perhaps in a strange trance. The PCs feel
23–24 compelled to stay with the SCUMSEER for the night. Once asleep, the PCs find themselves trapped in a dream (a Random
Dungeon) with the hungry SCUMSEER who wishes to devour their minds. Escape the dream to defeat the villain.
DRIPPY DOWNS

A lonely DWEORG named Urda lumbers down the road and collapses at the PCs’ feet with an arrow in her back. She is
25–26
alive, but BANDITS are not far behind.

Thurbad the ETTIN hollers from the hills as his clan bangs rocks together. The PCs have trespassed into his kingdom and
27–28
he is angry!

29–30 A gigantic MUNG , the size of a house, indiscriminately roams the land, consuming all in its path.

9
1d2 perilous encounters
A WEREWOLF by the name of Ulgerak the Dire slouches chained to a tree. Anyone who looks into his eyes must make a
31–32
Mettle Check to resist setting him free.

A gregarious bard by the name of Elodie Elkhart hails the PCs and strikes up conversation. She does her best to
33–34 ingratiate herself, singing a song of flattery. She is actually seeking revenge against one of the PCs for some past slight
that the PC can't even remember.

There's something in the trees above. Glowing lights hover through the branches. The PCs have just accidentally
35–36
disturbed a WISP.

The PCs walk along a narrow rock ledge when the pathway crumbles beneath their feet. It would be a long, bumpy fall
37–38
down a ravine if they don't catch themselves with a Nimbleness Check!

A large group of MERCENARIES escort a faerie prince named Windyrill and mistake the PCs for BANDITS , wasting no time
39–40
to attack.

A caravan of merrymaking nomads invites the PCs to join them on their travels. They sing and tell stories, and even flirt.
41–42
One nomad, however, intends to steal from the PCs.

Rork the TROLL lumbers after the PCs angrily. He is furious because they didn't even say thank you for clearing a
43–44
rockslide from the road. He demands payment or else.

45–46 The PCs encounter a gnome riding a fox who pleads for aid. A group of YOWLJACKS are burning a farm nearby.

As the day progresses the PCs realize something strange, none of them have shadows. DARKLINGS follow them and
47–48
intend to steal their shadows forever.

The PCs find a copse of trees surrounding a massive sinkhole where an OGRE named Ragasha dwells. She has been
49–50
waiting a long time for adventurers to replace her escaped IMP FAMILIAR as servants.

51–52 THORNHAWKS attempt to kidnap the smallest PC.

The PCs wander through a field of flowers. The deeper they go, they notice the flowers are running and dancing.
53–54
FWITTLES erupt from beneath their feet with deadly pollen.

55–56 For the last hour, a dense mist has gathered around the PCs feet. This is no ordinary mist, this is GLOOM .

FAERIESflitter from a ring of toadstools where they had been congregating to share funny stories with one another.
57–58
They are furious that the PCs have apparently been eavesdropping and curse them!

An adventurer's pack is left in the center of a game trail. Upon approaching it, WARBLING TRAPNOODLES leap from the
59–60
pouch and attack.
DRIPPY DOWNS

The PCs find a cottage made from plants, flowers, and vines. Should the PCs enter, the house swallows them up,
61–62
sending them into a deadly Random Dungeon of tunnels as the house slowly tries to digest them.

The PCs find a small army of PIXIES guarding a mud hut. They assume the PCs are there to release their enemy, a WITCH
63–64
called Marleg, and immediately attack.

A CENTAUR war party charges from a hilltop, wielding bows, axes and warhammers. They demand the PCs leave the area
65–66
or be trampled and smashed.

10
1d2 perilous encounters
A moaning GHOST beckons travelers to enter its burial mound. Mettle Check to resist going inside this Random
67–68 Dungeon. The GHOST wishes to possess the most hearty PC to finally get revenge on the long dead Graag Gargoon,
former Goblin King, who is often attributed as the Founder of the Dungeon Era.

Several CANKERBOARS root around the grass, searching for carrion to eat. They notice the PCs and the largest one
69–70 snorts to the others to eat them.

A green barrow mound stands alone in a flowery field. The tomb's entry stone is displaced and from the darkness an old
71–72
VAMPIRE called Alazandra emerges. They accuse the PCs of stealing a precious Relic.

The PCs encounter a marsh. A random PC plunges into deep water filled with lantern-eyed SCUMSEERS . They look to
73–74
have been performing some sort of profane ritual involving bones.

A huge ETTIN called Morgamoo purchases a cage filled with ORCHES from a YOWLJACK merchant in a hood. Morgamoo
75–76 licks her lips as she opens the cage and gives a pouch of Ancient Coins to the YOWLJACK .

A FLINDERKIN warlock emerges from hiding. They are named Kylor the Collector, and for every point of Dread the PCs
77–78
suffer at Kylor's hands, he bottles it up into Courage Potions to sell to the highest bidder.

The PCs find a ruined windmill. Inside, the vengeful GHOST of a farmer demands revenge for the death of his beloved
79–80
Leona at the hands of BANDITS ! The GHOST screams as the PCs approach, assuming they are the BANDITS .

HARPIES search through the bones of a THUNDERHORN . They are looking for meat scraps and complaining to each other
81–82 that they are starving. As the PCs approach, the HARPIES lick their chops.

A black tree grows from a crack in the earth. The tree is called the Old Oko, and is believed to have once been a
83–84 BEAMKIN who set roots into cursed earth. Now the tree is a stationary, carnivorous monster that attempts to snare the
PCs and devour them.

The PCs wander over a patch of large mushrooms. Hidden within the mushrooms is a boggle THIEF with a blow dart
85–86 laced with sleeping poison. The THIEF attempts to stun the PCs to feed them to his pet SPONGOSAUR .

The PCs have an uneventful day but, as they set up camp for the night, they hear hissing in the shadows beyond the
87–88
light of their fire. SARPATHI REAVERS descend upon them.

Screaming BANDITS charge the PCs, only for the PCs to discover the BANDITS themselves are running for their lives from
89–90
a screeching VULTOR .

91–92 A pack of WEREWOLVES emerge from a bramble patch to capture the PCs and steal their gear for themselves.

A KOBOLD toadie with a bag of SINGE VIPERS holds up the PCs for any valuables they might have. If they refuse or have
93–94
none, he throws the vipers at the PCs and runs.
DRIPPY DOWNS

TROLLS in suits of antique armor guard a broken bridge. They command the PCs to pay an outrageously expensive toll.
95–96
Ancient Coins!

The PCs find a wooden hut and a huge anvil in front of it. A ten foot hammer rests against the anvil with an engraving
97–98 of a troll's face on it. Beneath the hammer is a bag of faceless Gold Coins, 10 pouches worth. Should the PCs take the
coins, the TROLL called Caul the Coinmaker, stomps out of the hut enraged.

99–100 Storm clouds churn above. A hibernating DRAKE wakes from the sounds of thunder and sees the PCs as its next meal.

11
Dangerous Encounters
1d2 dangerous encounters
A shrine with a small, gooey bag in front of it. The bag is filled with a slimy, wooden figurine of a human. The slime CURSES
1
anyone that touches it to shrink into a wooden version of themselves within the week if they don’t find a cure.

A clown driving a rickety cart, pulled by a broken down UNICORN , sits in the mud with a busted wheel. Upon inspection, it’s
2
just a horse with a fake horn, and the clown is a dead skeleton.

A rag-tag troupe of actors blocks the PCs’ path and refuses to let them pass unless they watch their show. Anything less
3
than a serious critique and the actors seek mischievous revenge at some point in the future.

The road trails into a narrow ravine that is obstructed by what looks to be a wheel of cheese the size of a house. The road is
4
impassable unless the PCs are in for a difficult climb, or if some giant is hungry enough to eat it.

A wounded OWLIGATOR falls out of the sky and lands with a thud. The critter has an arrow in its wing and clearly needs help,
5
but is scared and defensive. A Big Fame Hunter is not far behind to claim their kill.

A cross-eyed miner wearing nothing but a hard hat and an ankle length beard is convinced the PCs are the crew of someone
6
named "Bad News" Branagan. The miner won't suffer those claim jumpers again!

An inescapable torrential rain soaks the PCs’ immediate surroundings but nothing else in the environment. A mischievous
7
KOBOLD bounds away with a childish giggle. Travel Checks are -1 until the curse is cured..

A voice beneath the PCs’ feet startles them. Turns out, a talking carrot by the name of Lady Oira demands, in the name of
8
the Kingdom of Munch, to be transformed back into a boggart.

The PCs find a box on the side of the road that says, "Do Not Touch." If opened, hundreds of sentient, screaming eyeballs
9 pop out of the box. They scatter, but not before screaming warnings about the terrible Stump Witch in the Used T'Be
Forest. Beware! Beware!

A wild-eyed shrym claims he can transform rocks into bread with his new sputter invention. The only thing he needs are
10 BANDY CLAM eggs to power the device with their nutrient rich shells. Good thing the shrym has lured the PCs into a field of
the critters to test his genius!

A DRATCH meat vendor pushes a cart along the path. He offers the PCs free samples of...something? It looks to be covered in
11 fuzz and slightly green but his tone implies it might be considered rude or dangerous to refuse. It tastes so bad that healing
rolls suffer Disadvantage for the rest of the session.

A wounded BOUNTY HUNTER offers to split the reward for a dangerous BANDIT in the area called Thick Pete. If the PCs are
12
willing to take on the hunt, he’ll pay Gold Coins.

A muddy map on the ground reveals the location of a treasure. Script in the corner reads: "Really nice and good loot, that-a-
13
way!" But obviously it could mean any direction.
14 A malfunctioning SPUTTER-HORSE bucks and kicks violently down the road.

A SPITHRA in armor wielding four swords battles a group of human WARRIORS . It appears that the SPITHRA is the aggressor,
15
when in fact, the humans just assumed he was a monster.

Wailing CULTISTS slog barefoot through a stream, shivering, and bid the PCs follow them to enlightenment in the Nameless
DRIPPY DOWNS

16
Lake.
17 Snap! The PCs trigger a pit trap. A smiling BLEMMY leans over the hole and says, “Yum…”

18 The PCs slog through a rainy valley. Suddenly a rumbling sound precedes a mudslide!

An angry GHOST knight paces over a skeleton that’s tangled in thorny brambles. If the PCs remove the skeleton from the
19
brambles, it pleases the GHOST, and they join the PCs for the remainder of the session.
20 One of the PCs is mistaken for a famous BANDIT by a local sheriff due to a very crudely drawn wanted poster.

A giant CURDLE SNAIL emerges from the Underlands in search of Drippy Downs plants and herbs. The snail has a terrible cold
21
and is sneezing toxic slime.

12
1d2 dangerous encounters
22 A DWEORG hunting party is losing a fight with a vicious pack of JACKALRABBITS .

A PIXIE offers to guess the PCs' ages. If anyone agrees, roll 1d12: On a 9+, they guess correctly, and the PC decreases in age
23
by 1d6 years. If the PIXIE guesses wrong, the PC ages 1d6 years.

The gnome E. Hubert Spudwinkle searches for the legendary beast, the humungojabbajabba, so that he can gaze upon it
24
once before he dies. However, Spudwinkle has unwittingly encroached upon the nest of a sleeping HUMONGOOSE .

A hiccupping TROLL is desperate for a cure to his ailment. It turns out that the hiccups are contagious, though, making all the
25
PCs hiccup until they also find a cure. Suffer Disadvantage while doing anything sneaky.

A gnome tends to an injured doe. They ask the PCs to fetch some healing mushrooms from a nearby cave, but the cave is
26
filled with STALAG MITES .

Japhy Stonebreath the TROLL is on a rampage again, throwing stones at villagers as they pass. Turns out he's mad that no one
27
ever smiles at him when they cross his bridge.

Someone is stealing sheep from farmers in Dunk. Discover the culprits by searching the area. Roll 1d12. 1–3: SARPATHI , 4–8:
28
ETTINS ,
9–12: BANDITS .
29 HARPIES cackle and jeer, circling the PCs from above. They intend to steal any items they can, then flee.
30 A boggle emerges from a hole in the ground. Her village is besieged by BOGSNAPS and she needs help.

The PCs stand in the center of a gigantic footprint, one of many. They lead eastward to a hill where a GIANT (who hates
31
visitors) lives peacefully.

Maud of Munch, the boggart duchess, approaches. She was just robbed and all of her servants have fled. She doesn't have a
32
penny to her name, but she promises that if taken to the closest town she'll reward you with Gold Coins.

Goblin surveyors plan a dig that will displace a quortle village. The quortles are protesting but losing their ground to a shyrm
33
cave-eater machine.

A DWEORG and his DORGON appear to be resting on a rock. Closer inspection reveals they are actually sitting upon a
34
SLAGMUNCHER and terrified of waking it up.

35 Rains beat down hard drawing ravenous SLURPWORMS to the surface.

36 A CANKERBOAR covered in slimy pus snorts and attacks.

A GOLEM tends to a series of flower-covered barrow hills. They are peaceful unless the PCs approach the barrows or disturb
37
the rest of fallen FAERIE heroes buried there.
38 An abandoned trading post seems like a fine place to rest until a RIVER GOBLIN springs out of a well.

39 Oofar the DWEORG wants to sell a FUNGHOUL pet, and he won't take no for an answer.

A procession of bugbears honor a fallen comrade. They take issue with anyone who does not follow their particular etiquette
40
of spitting on the road before they pass.
41 A wandering wug takes issue when a PC apparently stares too long.

A goblin merchant is eager to sell the deed to a plot of magical land. “It's tiny, only 100 square feet, but magical all the same.”
42
The land is not magical.

A garish looking bard notices the PCs and begins to run away. If followed, he hides in the forest. He believes the PCs have
43
DRIPPY DOWNS

been sent to capture him for his affair with a local mayor's daughter.

A bogril monk traveled all the way from River Country to drink from a magical stream. But the magical stream is fickle. There
44
is a 6-in-12 chance of catching a CURSE .

A KOBOLD challenges the PCs to find a magical stone he has hidden in a nearby meadow. If the PCs find it, he says that all of
45 their dreams will come true. The stone is easy enough to find after searching the area. However, the next time the PCs rest
they each dream of a random Adversary, which appears in the morning.

A bogril woman stands looking out at a pond. She is clearly melancholy and if pressed, asks the PCs for advice. She is in love
46
with a quortle but her parents don't approve.

A wandering SKELETON emerges from a thicket and continues on without looking at the PCs. It is drawn toward a tunnel
47
filled with other digging SKELETONS . If disturbed in any way they will all attack.

13
1d2 dangerous encounters
48 The hills are foggy and SPRITES harass the PCs as they continue their travels.

A KOBOLD sits on a mossy stone, but then she disappears. She follows the PCs while invisible until they get into trouble, at
49
which point she helps, but demands all the loot.
50 A river TROLL heckles the PCs calling them chicken for not crossing his rickety bridge.

51 A CHIRRUP runs away from a ravenous RAMGORE , but the chirrup’s unique chirp also compels the PCs to chase it.

52 A feral CATTYPILLAR lunges at a PC who is small in stature (or perhaps a PC’s pet).

53 An old stone bridge built over a rushing river collapses as the PCs attempt to cross.

The PCs find themselves walking through a horde of darting PIXIES guarding a rune covered stone. The stone is hexed by a
54
WITCH and marks a trove of 1d6 Elemental and 1d6 Herb Components.

55 A rabid GELK , foaming at the mouth, roars and tries to strike with its antlers.

A CENTAUR maiden pilfers the contents of an ornate chest and dashes away. The only thing left in the chest is a discarded
56
treasure map. Moments later, a group of warmongering CENTAURS demand to know where the maiden went.
57 A CENTAUR hero battles with a SARGOG in a rainy ruin.

58 A flock of hungry KROWLS emerge from the ground and attempt to drag the PCs into holes pocking the surrounding area.

59 The PCs bumble into a field of THORNY BINGLES .

60 A cloud of riled KEESTERSNAPS swarms the PCs as a KOBOLD —squatting on a log and holding a flaming torch—cackles wildly.

As the PCs pass by a cave, two gleaming eyes belonging to a CACKLETRICE squint in their direction. Then it asks them a
61
knock-knock joke.

A party of DWEORGS leading a team of sniffing QUOBS trudges through the fields searching for something valuable—which
62
happens to be an item of a PC.

A frightened IMP FAMILIAR in shackles pleads for help. CULTISTS are chasing her and want to bring her back to their profane
63
lair.
64 In the distance a group of SHRUBLINGS are about to ambush a party of adventurers sitting around a fire.

65 SARPATHI REAVERS carry off a screaming boggart farmer.

Two TROLLS argue over the ownership of a bridge. One has been working there for ten years, but the other is the daughter of
66
the TROLL who previously built the bridge.
67 KALEIDOSCORPIONS skitter from the underbrush, snapping their pincers and readying their tails to strike.

Baldor the KOBOLD offers to sell a jarred PIXIE for a pouch of Gold Coins. “Release it against your enemies for an entertaining
68
show!” Whoever buys a jar draws the ire of any faerie folk they encounter unless they free the PIXIE .
69 Two THUNDERHORNS burst from foliage right in front of the PCs, battling each other viciously for dominance.

SPRITES torment an ETTIN stuck in a muddy pool. The ETTIN tries to apologize for trying to smoosh them, but they are having
70
none of it.

An abandoned Felmog siege weapon, called a porcupine, rests in a ditch. It’s armed to fire 100 arrows at once and touching it
71
DRIPPY DOWNS

could set it off.

DRATCH pilgrims who were headed to the Used T'Be Forest now swing from trees in cages as ETTINS boil water in a huge pot,
72
intending to eat them.

The PCs get lost in a cursed meadow and find themselves traveling in a loop. No progress is made traveling today until
73
a 12+ Travel Check is made.

TROLLS fishing in a pond need help. One of them was just pulled under and he can't swim. Worse yet, the pond is rife with
74
LEECHLINGS .

A voice echoes from the bottom of a well. At first it's hushed and hard to understand, then it asks the PCs to toss in some
75 coins and make a wish. If they do so, the voice giggles and asks for more. It protests if no more coins are tossed. If no coins
are thrown at all, a GHOST emerges from the well angrily to rob the PCs of their coins.

14
1d2 dangerous encounters
Three HARPIES have lost their enchanted looking glass and beg for help finding it in their nest. Anyone who looks into it sees
76 the most beautiful version of themselves. If the PCs give the looking glass to the HARPIES , they become lost in their vanity. If
the PCs try to take the looking glass, or anything else, the HARPIES attack.

A shrym floating from the sky with a parachute warns the PCs to look out for debris. His flying machine exploded and it's
77
coming down!

A road sign points to "Fortune!" which leads to a fortune teller's hut. Pay her or risk a CURSE . If paid, she reveals the exact
78
location of a campaign Adversary.
79 A ZOZO BIRD has swallowed a priceless gem and a group of BANDITS are after it.

An INKPOT SPIDER is trying to escape a debt he owes to the Toll Tellers. The spider offers a favor in Bogtown if the PCs can
80
clear his name in Dunk.

A FAERIE glamor has gone haywire, forming into a whirlwind of glittering, sparkling chaos. The dirt devil which inflicts 1d10
81
Dread.

A shattered mirror lies strewn about on the ground. Looking into it shows an angry, twisted reflection of the viewer. Touch it
82
and it makes an evil twin appear!
83 A BLEMMY lost his cat in a tree. He begs for help! The cat is actually an ornery KOOGRA .

An army of boggles emerges from the direction of Grimly Wood marching to lay siege to an ETTIN camp where their age-old
84
kidnappers dwell. If delayed, they will attempt to arrest the PCs.

A pigeon lands nearby and begs for help. Turns out the pigeon is actually a TROLL transformed by FAERIES who he had been
85
collecting rent from.

A trail of Gold Coins leads into a cave filled with bubbling seawater. There, a SEA CHIMERA dwells amidst an Old Hoard,
86
unable to find its way back to the ocean.

A pair of RIVER GOBLINS emerge from a creek and pester the PCs, trying to goad them into a fight. They grab the PCs' hats
87
and other items, and start playing keep away.

BRAMBLEBEES swarm at the top of a tree once occupied by PIXIES . The bees are forming a secret hive, but are angered when
88
the PCs show up and ruin the secret.
89 CANKERBOARS have overrun a farmer's grain silo and are putrefying everything, ruining her stores of food.
90 A TROLL and a FELMOG KNIGHT dispute about bridge payment and neither let the PCs pass until the dispute is settled.

91 ETTINS harass a boggart couple on holiday for sport.

WARSP raiders attempt to shake down the PCs for food and money. Their castle-nest was destroyed, overrun by swarms of
92
KEESTERSNAPS , and they’ve turned to robbing travelers to make ends meet.
93 A farmer struggles to collect water from his well because the bucket is stuck. The well is filled with MUNG.

A goblin hoping to make a profit selling THORNHAWK eggs is in trouble with a FELMOG KNIGHT whose egg hatched a common
94
duck.

A gigantic goblin, given some sort of jumbo potion, asks the PCs to reverse the affliction by appealing to the WITCH that
95 cursed him. The WITCH , angry that the goblin wouldn't attend a local dance with her, asks one of the PCs to be her date
DRIPPY DOWNS

instead.
96 GREMLINS have tied up a TROLL and are taking tolls for themselves at a bridge.
97 QUOBS poke their trunks out of the ground, sniffing the PCs aggressively, trying to snatch rations with their trunks.

A TROLL and an ETTIN arm wrestle. Winner gets to keep the talking goose they're fighting over. The goose, by name of Danny,
98
wants no part of this and protests constantly.

A KOBOLD looks for a crew of rascals to help on a job: a cheese heist from a local troll dairy farmer. This isn't just any ordinary
99
cheese though, it’s aged troll chudder. Each five pound wheel is worth one pouch of Silver Coins.
100 A DRACOPILLAR sets fire to a barn and TROLLS race to free a trapped WUNGALOPE inside.

15
Discoveries
1d2 discoveries
1 An abandoned merchant wagon bursts with salted meat, pickled veggies, and two barrels of rascal cider.

A bogril junkmonger auctions a Magic item to a small crowd. The final price is 2 pouches of Gold Coins to win the auction
2
unless the PCs make a higher offer.

A sheep herder’s lost lamb stumbles in front of the PCs, just as the herder approaches overjoyed. He gives the PCs a
3
delicious pie as a reward.

4 The PCs discover an abandoned castle about the size of a tree house.

5 What looks to be a stone egg sits in the dirt. A Wilderness Check reveals that this is a DRAKE egg!

A message carved into a tree seems to be the card list for the best Huzzah deck ever created. Create it and automatically
6
win every game played until the region catches on to the new meta in 1d4 weeks.

7 The PCs discover a hill covered in holes and several discarded shovels. Dig one more hole and discover a Loot Pile.

The PCs find the rare larkwooly flower, blooming bright and solitary in a green fen. WUNGALOPES love larkwooly. Gain +1
8
Wilderness Check to tame one.

9 The PCs find a muddy, old ruin. A Lore Check reveals the ruin to be the ancient DWEORG city of Hrg—a Random Dungeon.

A stone at the base of a tall tree reads: "The Tallest Tree Reveals." Climbing the tree makes visible a small cave nearby where
10
there’s an Old Hoard hidden within.

11 The PCs find a friendly mule pulling an empty cart with no owner in sight.

A woodsman has their leg trapped in a WEORG trap. He cannot speak Folk Tngue, but his wound clearly needs urgent help.
12
Free and heal him and he transforms into a green bird and drops a pouch of Ancient Coins.

A soothsayer named the Grand Madam Muzan invites the PCs to stay the night. Grand Madam shares 3 rumors. "Where
13
there are secrets revealed, there are opportunities."

The PCs find a bridge, but the TROLL is out. Underneath it is a small living quarters, a barrel of a rascal cider, 1d4 random
Herb Components, and a note reads: "Dear Anyone, I'm off to meet a so-called hedge wizard. So long as you're decent, feel
14
free to use the place. There's a barrel of rascal cider and a cupboard full of herbs and spices. Help yourself, and leave it clean
for the next visitor.”

The PCs find a huge toadstool ring glittering with faerie dust. The toadstools hum pleasantly. In the center of the ring is a
15 flat stone with a glyph. Lore Check: the ring is actually a former Rainbow Brigade PIXIE fortress. Touching the stone increases
all PCs’ Courage by 1 permanently and gives the strong sense that good will always overcome evil.
DRIPPY DOWNS

The PCs find a tunnel with gears, cogs, and clockwork bits strewn about (1 Sputter Gear Component). Adding Sputter Gear
16 to any Crafting recipe grants the item a mechanical look and the Magnificent Trait [sputter]: Once every session, reroll a
relevant Check.

The PCs stumble upon a traveling auction. Dozens of spectators watch an INKPOT SPIDER called Doctor Skitterwand, rattle
17 off bids at an amazing pace. The current auction is for a chest of 1d4 Magnificent items and the starting bid is 1 pouch of
Copper Coins.

The PCs hear rowdy music coming from an overturned stagecoach that doubles as a boggle tavern called: The Silly Sausage.
18 Matron Silly Sumpkin is hosting a freedom celebration. Every boggle in attendance recently quit working at Krogland in the
Used T'Be Forest.

16
1d2 discoveries
The lead PC stubs their toe on the head of an enormous statue. The statue appears to be that of an important looking
19 TROLL . Lore Check: it depicts Moog, famous for collecting more tolls than any TROLL in trolldom. In fact, one of his Old
Hoards is under a nearby bridge.

20 The PCs find an old cottage stocked with jars of pickled eggs (1d8 Normal Rations).

SPINDLESTRIDERS wander amidst a forest of sapling trees. They are friendly and, if approached with caution, offer the PCs a
21
ride on their backs to their next destination.

A pale light gleams from a mossy cave. Within is a DWELF playing music by touching gemstones. They do not speak, only
22 smile, but the music is peaceful and puts the PCs to sleep for the rest of the day. They heal 2d6 Courage, and all wounds,
sickness, poisons, or curses by morning, at which point the DWELF has gone.

One of the PCs steps on a green stone and the earth rumbles. A low voice thunders from beneath the ground. "Ow!" it says
with a snarl. "Watch your step!" Rising from the ground, comes an elder DRAGON with antlers and scales as green as jade.
23
They introduce themselves as Glowar Nodradar and ask for a favor—remove an arrow lodged into the blind spot between
their huge wings. They grant a random Relic as reward.

PIXIES spring from holes in the ground and ask the PCs if they've arrived for a Heartwood Celebration! They politely lead the
24 PCs to an old tree where they dance, sing, and make merry. They give all PCs Laurels of Heartwood: +1 Parley with SPRITES,
FAERIES, PIXIES and BEAMKIN .

A DRATCH dungeoneer named Ty has escaped from a sarpathi temple with a bag filled with scrolls and books. In exchange for
25 protection as he makes his way to Dunk, Ty shares a rumor that the sarpathi are headquartered near the Nameless Lake in
the Drippy Downs.

One of the PCs trips and falls off a steep ledge, but before they hit the ground, a BEAMKIN catches them and suggests they
26
watch their step. He offers delicious apples growing from his head as a parting gift.

27 The PCs find a bushel of 1d6 DOOHAGENBERRIES .

28 The PCs find a vein of 1d4 SUNDERSLAB FRAGMENTS .

29 A babbling brook teems with SALTY LIVERJACKS .

30 An GELK HIDE hangs over a clothesline outside of an abandoned camp.

31 Small animal bones riddle the ground, among them is a RACK OWL PELLET.

32 The PCs find a five foot tall stone with a FAERIE rune engraved in it. Tracing a finger over the rune grants a random Boon.

A TROLL named Benson fusses with an outdoor oven. They’ve almost perfected an amazing Doohagenberry pie recipe and
33
want all the PCs to taste it. The pie is indeed delicious and heals 1d6 Courage.

A high pitched voice yells: "Who goes there? State your names or get yourself a comeuppance!" Close examination reveals
34 that the voice comes from a large, surly, talking carrot planted firmly in the ground. Carl the carrot, having been enchanted
DRIPPY DOWNS

by FAERIES to be a night watchman, gladly joins the PCs, should they accept his service.

The PCs encounter a shrym pet finder named Mace. Mace is on the trail of a missing JACKALRABBIT, kidnapped from her
35 client. Mace hands out fliers and suggests the PCs contact her in Dunk should they find out anything or ever need help
finding a creature, critter, or creeper.

A DWEORG beast trader named Lady Lorg has rare pets for sale. For the low cost of 1 pouch of Ancient Coins, she offers
36
random critters trained to perform one simple task each session.

The PCs find a giant toadstool tree. The mushroom's cap must be fifty feet in diameter. Beneath the cap, spores drift like
37
snow. If a spore touches anyone, they gain +1 max Courage for the session.

17
1d2 discoveries
MUSHRUM explorers emerge from a mossy cave on the side of a hill. They have successfully survived a dungeon crawl. They
38
want to hire the PCs as bodyguards for the return journey to Dunk now that they’re rich.

39 A team of boggle doctors sell medicinal moss that can either cure poison or sickness or heal 1d6 Courage (costs Silver Coins).

An old stone structure has a single burning candle inside of it. Crafted by the Wizard Ambrosius Isdemus Ix, the candle is a
40
Relic called Everlight, and never goes out.

WUNGALOPES wade in a shallow pond munching on algae. One has a leather harness on it from a previous owner. The beast
41
can be tamed with Advantage.

A magician called Marteeny the Magnificent, riding on the back of a pig, approaches the PCs. The magician offers to sell a
real, honest-to-goodness magic trick for Gold Coins. To prove his magic, the magician makes their "oinker," Tanya, disappear.
42
Carefully observing the trick (12+ Perception or Trickery Check) grants the ability Sleight of Ham: Once every session, PC
may make a pig disappear or reappear with a wave of a hand.

The PCs find a TROLL smashing a giant, magic walnut with a hammer. Once cracked, the TROLL celebrates by offering the PCs
43
a taste, which grants +1 Block for the session.

The PCs find a goblin chef promoting her newest cookbook to an enthusiastic crowd. She calls herself Dona Dondooy
44 the Herb Heroine of Hob. She tosses everyone advanced reader copies of Herb Heroine of Hob. The book is filled with
techniques that grant a one-time use reroll of a Cooking Check.

The PCs find a BEEVIL tending a rose garden. The beevil shares that they are gardening for swords. When the beevil plucks a
rose, the rose comes out of the ground in the shape of a thorny blade with a rose pummel. The BEEVIL isn't satisfied with it,
45
but offers it to the PCs. The Roseblade is a Magic sword that grants +1 Attack and +1 Dread when making a Counterattack; it
also smells lovely.

A gnome called B. Bethany Banderbrook prunes several hulking SHRUBLINGS . The brambly creatures are peaceful, seemingly
46
at ease as the gnome trims away the heavy weight of old branches and twigs.

A FAERIE knight in shining armor and mounted on a sparrow, perches atop an ancient fountain. The knight introduces
47 themself as Sir Gidamus, Knight of the Fountain, and declares that no one may drink without his permission. Should the PCs
ask for permission, Gidamus allows it, which grants +3 Temporary Courage.

An old bridge stretches over a dried up river. The riverbed glitters and upon closer investigation there are seashells, ocean
48
fossils, and a golden shark tooth worth 1 pouch of Gold Coins.

A KOBOLD named Neena has searched high and low to find the PCs. She's heard stories about their exploits. She has a Magic
49 flute that is often sought after by unsavory types and so wants the PCs to have it, guard it, and use it for good. Wander
Whistle: Each session, the party may travel a 3rd Travel Turn without suffering Dread or becoming Tired.

A winding stream leads to an abandoned DWERF mound that would make a fantastic hiding spot: no sane individual would
50
want to investigate a DWERF mound.

A beautiful peacockatrice—a critter thought to be extinct—emerges from a bush and struts away not 30 feet in front of the
51
PCs.

52 A traveling DWEORG named Hera offers to sell Magic rations for Gold Coins (Gourmet Rations that heal with Advantage).
DRIPPY DOWNS

The PCs find a shady glen where a gallant UNICORN named Xanadar grazes on pink flowers. Xanadar will accurately answer
53
one question on any topic.

The PCs find a barrow mound that was ransacked by THIEVES . A skeleton, wrapped in burial cloth, has been tossed out of its
54
stone coffin onto the floor. Placing the skeleton back into the coffin heals 1d6 Courage and replenishes 1 Quest Point.

The PCs discover an observatory built at the top of a hill. A telescope inside points at a constellation known as Justicar, part
55
of an ancient pantheon of gods called the shedubim.

The path ahead is speckled with rainbow gems that catch the light brilliantly. There are 1d6 gems and they are considered
56
lucky by faerie folk and accept them in lieu of Coins.

18
1d2 discoveries
57 The PCs discover a beautiful field of flowers. Any Charm or Inspire Checks here gain Advantage.

The PCs wander into a copse of trees where songbirds playfully twitter back and forth to each other like dueling bards.
58
Everyone heals 1d6 Courage.

The PCs find a hidden trail that leads to a quaint treehouse cottage. The smell of something sweet is in the air. There are
59
several pies on the windowsill. Inside, a gnome named W. Beverly Wishluck prepares for a bake sale tomorrow.

The PCs find a tree with large orange-brown fruit. These are breadfruits, so called because PIXIES eat them like bread (6
60
Normal Rations).

By sheer happenstance the PCs find an old weathered book buried in tall grass. Dated 30 years ago, it seems to be the
journal of an adventurer called Welnar Grieve, a member of the Felmog Order of the Black Candle. Welnar describes his
61
many deeds ranging from duels to dungeon delving. His last entry details his intention to slay the Scarlet Wyrm dwelling in
the Jagged Hills.

62 The PCs find a vein of garganite gleaming in the side of a rocky hill. Spending a day on mining yields 1d6 GARGANITE CHIPS .

A babbling brook leads to a gathering of FAERIES who politely invite the PCs to sit and talk. They discuss local rumors from all
63
over the Land of Eem, and would love to know what the PCs have heard.

A hunting trap has caught a RAMGORE in a net. The critter would feed everyone for days. If released the beast snorts in
64
thanks, then runs off.

Scorched trees hint at the work of a DRAGON or DRAKE . In the center of the burnt trees is a charred welkin skeleton,
65
clutching a Welkin Post package marked: “To Gram Hamba in Dunk.”

A troll named Walla wishes to trade stories instead of demanding a toll to cross her bridge. She loves tales of derring-do. She
66
even tells the story for free of a knight named Lionen who slew a WEREWOLF in Murbletoad Marsh north of Grimly Wood.

A young gnome riding a JACKALRABBIT offers his service, should the PCs be on a worthy quest. His name is Vellum Barnwood,
67
and he comes from the city of Mirth in the Dingledell, far to the west. He is on a quest to earn his gnome title.

The PCs come across a derelict bridge overgrown with CREEP THISTLE (1d6). Written on the bridge is "Property of Malnus
68
Ogwobble. Moved to Murbletoad. No squatters."

A cool, refreshing mist rolls in over the green grassy knolls. Little worms and snails crawl from their holes and stretch out to
69
collect misty dew. A POCKET FIDDLER plays a wistful tune.

70 A pair of FAERIES offer the PCs tickets to the Faerie Market, one night only.

71 FAERIE lights twinkle above a pool of calm water. If PCs look into the pool they see themselves as they wish they were.

A massive, fallen wurlwood tree blocks the road with a large tunnel bored through it to get to the other side. As the PCs
72
pass through, a chorus of insects repeatedly sing: “It's a big tree after all! It's a big tree after all!”

A frazzled SPARROW-SPRITE asks the PCs for directions to Wally's Waffles and Weorgs. “Have you heard of it?” The little
73
creature pulls a tiny notebook from a tiny backpack and gets ready to write.

Moss-covered stones marked with runes form a circle around a rainbow colored toadstool. Lore Check: this is a shrine to the
74
DRIPPY DOWNS

Great Toad, and the runes supposedly summon the mythical being to ask them for advice.

A DWEORG guide offers their services to lead the PCs on their journey. They charge Copper Coins every day (+1 to Travel
75
Checks).

A flock of bright red butterflies dances on the wind, encircling the PCs. They hum a beautiful song and their wings tickle as
76
they dance.

A FLINDERKIN waves from their treehouse shop, selling all manner of goods including Magnificent daggers made of petrified
77
leaves for Gold Coins.

There are three old rune stones on the side of the trail. Lore Check: they read "eye," "unknown," and "door." If "secret door"
78
is uttered, one opens up in the ground leading to an Old Hoard.

19
1d2 discoveries
SPINDLESTRIDERSinvite the PCs to sup upon mushrooms. They have gathered to discuss the fate of the region and are
79
concerned about strange folk abroad. They would love an outsider’s opinion.

A flock of animals gather around a gnome feeding them bread crumbs. D. Jinna Waddlewip beckons the PCs to come closer,
80
but not to frighten the animals.

A refreshing wind blows through. Several SPRITES dance on the breeze and giggle with a distant echo as they circle the PCs’
81
heads. One kisses a PC on the nose and flutters away.

A tall hill gives a marvelous view of the miles ahead. PCs choose one: who they're looking for is one Hex away, or they gain
82
some intel about what lies ahead.

A TROLL merchant named Went sells Gourmet Rations. He's even willing to sell his weapon, a Magnificent war hammer
83
[beastly] he calls Smoosher.

Kaleida the Faerie Queen travels with a procession of guards. She nods to the PCs and grants an audience should the PCs
84
travel to the Riddle Spinney. She hands a PC her royal seal which grants entry.

A bag full of unsent love letters lies discarded on the ground. They are addressed to someone named Miss Eloise in
85
Bogtown.

86 Lying in the grass is a red bubbly Courage Potion.

A KOBOLD pops out of the ground and introduces herself as Wimsy Dimsy. “Do you happen to have tools?” Wimsy is
87
installing plumbing in her hole and offers Gold Coins for tools or help.

88 A pony with no rider in sight comes trotting up to the party and whinnies. It lets anyone touch and ride it.

A baby SNAGBUNNY lies cold and alone in a patch of wet grass. The critter is much too young to pose any threat and attaches
89
itself to a PC.

The PCs stumble upon a small wedding between a DWEORG and a TROLL . The two kiss and everyone starts clapping.
90
Someone hands a PC a drink, expecting them to say a few words.

91 A babbling brook is rife with fish. Fishing Checks gain Advantage.

92 A boggart beekeeper sells jars of bees instead of honey for Silver Coins.

MOOSHWIMBLES gather around a small bubbling geyser and drink heartily. They make some room for the PCs to take a turn.
93
The water tastes exactly like the best tea they’ve ever had.

A traveling WARSP wishes to trade for Magnificent or Magic weapons. They offer 5 random Herb Components for a
94
Magnificent item, 10 for a Magic item.

95 A wagon rider named Wheaty offers the PCs a space in his wagon for a day. They can ride in the back with the ducks.

A frazzled SPARROW-SPRITE delivers a letter to a PC from a Backstory Ally. The Ally has been thinking about them lately, and
96
would love it if they came to their wedding in Dunk.
DRIPPY DOWNS

97 A MANDRA merchant sells random Magnificent bows, arrows, and leather armor for two pouches of Gold Coins each.

98 A field of beautiful flowers would make a great spot to rest and picnic. Doing so heals everyone to full Courage.

The PCs find trampled grass as far as the eye can see. Lore Check: looks like a THUNDERHORN stampede or DWERF migration.
99
A dropped purse on the ground contains a pouch of Gold Coins; the name “Mindy Plasterpot” is stitched into the side.

100 A lost DORGON follows a PC. It has lost its sense of smell, but is from the Dingledell.

20
fleabag
 CHAPTER 2

 

county

DRIPPY DOWNS

21
Perilous Encounters
1d2 perilous encounters

1–2 The Man-Heel Gang is on the horizon at full gallop, and they're headed right for the PCs.

Teg Mumby, goblin BOUNTY HUNTER , has finally caught up with the PCs after the stunt they pulled at Wally's Waffles
3–4 and Weorg's last spring.

A VAMPIRE called Raddeo approaches the PCs in the shadows. He has no interest in harassing them, but is being dogged
by a vampire BOUNTY HUNTER who thinks Raddeo is a monster. In truth, Raddeo is a peaceful author who drinks no
5–6
blood. He asks that the PCs help him leave a false trail by scattering pages from his book as they travel for the next few
days. Presumably, the hunter will follow the trail of pages, and only realize they’ve been tricked when it's too late.

7–8 The Tricky Toe Gang is looking for a few recruits. “The buy-in’s everything you've got in your pockets.”

A group of RIVAL DUNGEONEERS , Subterranean Pits and Lairs LLC “talent scouts,” eye one of the PCs as a perfect
9–10
specimen for their Underlands chain gang.

Without much warning it starts raining ravenous MOONRATS ! The vermin pour out of the second story of a broken
11–12
window at a Nork’s Noodle hut.

13–14 Ickaboyd Bean sells Magic hats (all except one isn’t cursed).

15–16 A band of WEORGS wander into town and they're terrorizing the streets!

17–18 Kaal the Cleaver, FELMOG KNIGHT and Dreadnaught of Kreeth, is hunting an NPC that the PCs know.

At a local fair, Nedgar Beem, the so-called Smarmy Bard of Fleabag County, must correctly guess the PCs’ homelands. If
19–20 he fails, he'll be executed by order of the High Magistrate!

As the PCs watch a puppet show, one of the puppeteers is secretly murdered mid-show! No authorities are within miles
21–22
to solve the crime.

23–24 A horrible stench clouds the air. A boggle street crew is re-routing a busted sewer line when the whole thing goes kablooey!
FLEABAG COUNTY

An earthquake rumbles, knocking down buildings and causing fires in town. From a crooked spire apartment, a boggart
25–26 child screams from the window unable to escape the blaze.

A PC is pickpocketed by an extremely swift THIEF who zigs and zags through the streets. If the PCs are able to catch up
27–28
to her, her fellow guildmates are ready and waiting in a dark alley to fight.

The last meal the PCs ate has everybody reeling from food poisoning. Vitality Check: on a 5-, they become severely ill
29–30
and Weakened.

A PC somehow offends a FELMOG KNIGHT who demands that they bow before him and kiss his mud-covered sabatons,
31–32 or else pay the price!

22
1d2 perilous encounters
As the PCs stroll through the main street of a small village, the residents all run into their houses, slamming doors and
33–34
shuttering windows. The sky seems to darken and a cold chill comes over everyone, as a malevolent GHOST emerges.

As a PC bites into an orkish delight dessert, they crack a tooth on what should be a soft egg. Looking to see what
35–36 they've bitten, a FAERIE the size of a thimble screams at them for shattering her house. She proceeds to cast the
Fibber’s Collar CURSE: the PC can never tell a lie.

While sitting in a tavern, a bitter Rival from a PC's Backstory sits down at the same table. The Rival looks the PC square
37–38
in the eye as they draw a knife. "You've got a lot of nerve coming back around here."

The PCs witness a dispute at a Nork’s Noodles. A big boggart with greasy, slicked hair and a skrokwing tattoo on his
chest stands behind the counter. A squirrely looking shrym GANGSTER says to him, "Look, you! We know what you've
39–40 been puttin' in the noodles. And if you know what's best for ya, you'll pay the Tricky Toes to keep quiet!" The boggart
squints narrowly and then, in a flash, clock's the shrym with a right hook. He growls to a pair of wug bodyguards, "Feed
'im to the worms!" The wugs reply, "Sure thing, Boss Nork." Worse, the wugs assume the PCs are with the shrym!

A bugbear and a bogril have a jumping contest over a pit of KILORATS . Winner gets the Loot Pile they both discovered in
41–42
a hollowed out tree stump nearby.

A noble searches frantically through a mound of trash and junk, looking for his ticket stub to a show at the
43–44 Amphibiatheater in Bogtown, evidence that could prove him innocent. Apparently, he’s been framed for murder and
Copperhats will be here any moment. The ticket would prove his alibi.
A burly, tattooed goblin BANDIT is in a ferocious arm wrestling match with a bugbear. Amazingly the goblin has the
45–46 bugbear on the ropes until the PCs distract him with their surprise presence. The goblin loses and furiously attacks the
PCs for interfering.

The PCs happen upon two BOUNTY HUNTERS escorting a scrawny teenager with shackles around her ankles. The
47–48
teenager erupts into elation, claiming the PCs are her family.

The earth quakes beneath the footfalls of a GIANT called Dyla the Furious, who is on her way to destroy the nearest
49–50 town. Dyla claims the townsfolk stole her beloved pet ZOZO BIRD named Feathers. Nothing short of bringing her
Feathers will stop her.

51–52 A sinkhole has swallowed up a farmhouse, and a GWARGLEBEAST has nested inside and laid a massive egg.

The PCs accidentally encroach upon a hunting GIANT and frighten off a group of BANDITS camping nearby. Yola the
53–54
GIANT is angry that her lunch escaped, but one look at the PCs and she smacks her lips.

The birds stop singing and the insects stop chittering. The low growl of a BLYNX shatters the silence as it pounces on a
55–56
random PC.

A hooded beggar sits beneath a sickly tree rattling a bowl for alms. The bowl is filled with Ancient Coins. Reaching to
57–58 give a coin (or steal one) results in the beggar revealing themself to be a hungry VAMPIRE called Naxus, who desires
blood! FLEABAG COUNTY
A horde of laughing, ravenous GREMLINS spring from the ground seizing the PCs’ belongings and immediately chew on
59–60
any technology.

The whir and pop of clockwork gears disrupts a peaceful trek. A menagerie of erratic SPUTTER-BEASTS stampede
61–62
towards the PCs from a thicket.

Two hard-looking BOUNTY HUNTERS stop the PCs along the road. A random PC is wanted in connection with a Bogtown
63–64
jewel heist. True or not, these BOUNTY HUNTERS aren't leaving without their catch.

65–66 MERCENARIES ambush the PCs, having been hired by a PC’s Rival to "ruin their day."

23
1d2 perilous encounters
An enormous rubbish pile, reeking of rotten eggs and city garbage is home to a group of CANKERBOARS . With filthy
67–68
snouts, the boars sniff the PCs and determine they're much more appealing than their meal of garbage.

The PCs stumble into a ruin barely visible in the tall grass—an entrance to an ancient sewer system. Inside, a group of
69–70
SARPATHI REAVERS eat the carcass of a THUNDERHORN while prisoners wallow in a bone cage.

The PCs interrupt a group of Tricky Toe GANGSTERS in the process of burying one of their own crew alive, an
71–72
unfortunate boggart named Slim who apparently snitched. He shouts for help as dirt rains down on him.

A small farming village is on fire, caused by maniacal PUNKINS ! Panicked villagers run around with water buckets,
73–74
desperate to put out a burning mill, when a local cries out: "Oh no! Mr. Ollie is still inside!"

A band of graverobbers approach with a freshly stolen Old Hoard from a local mausoleum. They draw their weapons to
75–76
ensure there are no witnesses, but little do they know that they’ve disturbed undead SKELETONS !

PUNKINS herd two dozen stolen ZOZO BIRDS through the muck. Assuming the PCs are the authorities, the PUNKINS howl
77–78
to start a zozo stampede.

The PCs find themselves turned around in a maze of cornfields, only to be stalked by a group of KOOGRAS ready to
79–80
pounce.

A crowd gathers around a collapsed cave. Some miners are trapped inside. They think TOMMYKNACKERS could be
81–82
responsible, and they only have a few hours of air left!

A group of Guttermouth GANGSTERS meet secretly with a pair of WARSP smugglers who are trying to fence a stolen
83–84
artifact: a honeycomb that produces infinite honey.

The PCs find themselves stuck at the bottom of a pit with a group of BANDITS looming above with toothless grins on
85–86
their faces.

A lone SCARE CROW in a field seems to be watching the PCs. For the next 1d4 days, the bird (who is actually a GHOST)
87–88
follows the PCs at a distance and haunts them at night, making it impossible to get restful sleep.

The PCs approach a richly adorned carriage. A voice inside, belonging to a WEREWOLF, insists that they step inside and
89–90
play cards. She calls herself Countess Vygon and offers to let the PCs live if they win two out of three games of Huzzah.

Circus wagons rattle down the road with an upbeat tune playing from a hurdy gurdy. All the wagons are sealed shut
91–92 except for the first, where a hooded Ringmaster hails the PCs, before blowing shimmering dust into their faces. Mettle
Check to avoid falling asleep and being captured as attractions by the evil Ringmaster and his fellow PUNKINS .

A literal snake oil salesman called Barklee has bitten off more than he can chew. Having stolen oil from a sleeping
93–94
SARGOG , a group of SARPATHI REAVERS want revenge and are chasing him.

The path winds through a sludge-ridden field, riddled with wicker statues, wherein masked BANDITS await to ambush
FLEABAG COUNTY

95–96
travelers.

The PCs find a large red barn covered in spiderwebs. If approached, the doors swing open and a GIANT INKPOT SPIDER
97–98
scampers out to devour intruders.

99–100 Hundreds of MUCILLUSKS wriggle over the skeletons of an unfortunate adventuring party and lurch toward the PCs.

99–100 Storm clouds churn above. A hibernating drake wakes from the sounds of thunder and sees the PCs as its next meal.

24
Dangerous Encounters
1d2 dangerous encounters
A boggart kid gets their wrist tangled to the string of a giant kite. There are only a few moments before the kid takes off to a
1
deadly height.
A moody ETTIN stews in a bubbling hot mud bath because he can't get the stink off him after eating a spoiled FINFOLK . He
2
demands the PCs get some tomato juice and ASHBLOSSOM or he’ll spread the stench to them.
An enormous, strange flower grows out of a tree stump. Spores erupt from it at the slightest touch causing grogginess.
Vitality Check: On a 5-, suffer -1 to all Checks for 1 day.
A gang of running, raggedy children knock a PC down as they pass. When the dust settles, the PCs discover each is missing a
3
random item from their inventory.
A group of Nork's Noodle GANGSTERS harangues a Groodle’s Noodles cart owner. “There isn't enough room in Fleabag
4
County for two noodle kings!”
An old shrym holds a leashed MERGA TOAD, pulling with all his might to get the toad to move. The shrym offers a kiss from
5 the toad to anyone who can help him move it, which he explains is seriously magical good fortune. The toad's kiss grants an
extra Quest Point for the session. Only problem is the toad doesn’t want to be kissed!
6 The local sewer overflows with MUNG slime as a plumber fears their coworker might be in real trouble down there.

A group of hardy WARRIORS try to sell the carcass of a MANTICORE that they captured and killed, but the townsfolk are
7
beside themselves. It turns out the MANTICORE was actually the town's mayor.
A BANDIT tries to stash their loot on one of the PCs, offering to share half if they help them hide from Copperhat GUARDS
8
closing in.
An invisible person, perceivable only because they are wearing a gaudy Nork's Noodle uniform, stumbles in front of you and
9 begs for help. You can't see their face, but you can see tears pattering onto their floating clothes as they shout: "All I did was
ask for a tip, and this mangy kobold disappeared me! You've got to help!"
Fifty THUNDERHORNS have herded a TROLL up a tree. If the PCs help the TROLL down, he puts a good word in for them in
10
Dunk.
KROWLS pick the bones of a dead zozo bird wearing a Darley's branded saddle and saddlebags. Inside the saddle bags are
11
1d20 Materials.
The PCs find a SCARE CROW sitting in a rocking chair alone in a field. If they touch the SCARE CROW, a hungry GHOST awakens
12 with a hankering for rascal cider and a Nackadonkee tubesteak. If the PCs don’t get them their meal soon, the GHOST will
become angry that it was woken up for nothing.
13 A PC sees a wanted poster with their face on it. Worse, they are wanted for the murder of an aristocrat!

A pie eating contest is underway, and the MC encourages the PCs to sign up. Little does anyone know that a random pie has
14
been poisoned by the rival of the reigning pie champion.
15 Somehow the PCs stumble out onto a theater stage, right in the middle of a play.

Constable Kel Darnston and her right hand man, Mr. Hare, the silent bugbear, asks the PCs if they've committed any crimes FLEABAG COUNTY
16 recently. She's holding a Magic rod that lets her know if someone is telling the truth. If anyone has committed crimes,
Mr. Hare attempts to arrest them.
Gerwick the goblin says he has a treasure map and offers it to the PCs for half of what they find. It’s actually a setup by
17
BANDITS and THIEVES to ambush the PCs in the hills.

Frimmy Westermuzzle, a cheese artisan, asks a PC to deliver a wheel of cheese to an address within a day’s travel. The
18 address is actually a prison, and inside the cheese is a key. Unluckily for the PCs, the warden's DOGGART takes great interest
in the cheese wheel.
19 If a PC refuses to buy cookies at a boggart bake sale, the wug father of a child becomes incensed and threatens violence.

A shrym ornithopter crew is looking for another team to compete in a relay race through the Jagged Hills. She’s got a spare
20
’thopter if the PCs agree (it’s a piece of junk, all Checks suffer Disadvantage).

25
1d2 dangerous encounters
21 A riot of Dungeon Ball fans breaks out after a rigged game. Mayhem in the streets!

Izzik the IMP FAMILIAR is molting and needs some Imp Balm from the alchemist. Only trouble is the alchemist is his former
22
OGRE master from whom he escaped!

23 As the owner of the Spangled Shield shutters his shop, a horde of MOONRATS comes bursting from the doors and windows.

24 The lead PC accidentally bumps into the great Percival Dante. He snaps his fingers and his GUARDS move to pummel the PC!

25 A drunkard challenges a PC to a fistfight because he believes they are in love with his girlfriend.

26 The town bulletin board says that Percy Peaknuckle, Hero of Wimble, has gone missing after his venture into the Prickle.

A pair of dueling bards, Remich Medderduddy and Raylan Reeclop, ask the PCs to judge their performances. The loser
27
becomes enraged and swears vengeance against everyone. They return for revenge later in the session at the worst time.
28 Stewart the watchman patrols the edge of town with his trusty hound Migs, on the hunt for a menacing pack of WEORGS .

As you wander through town, a criminal by the name of Yamsy Ruckleshaw begs the PCs to free her from the stockades. She
29
says there's gold in it for them, but she’s lying.
A cloaked figure stops the PCs and mutters under his breath that a secret society of anti-dungeoneers is recruiting new
30 members. Meet in the graveyard at midnight. The group is made up of former Dungeoneer Academy RIVAL DUNGEONEERS
called Exiles.
While passing through a town, a loan shark insists that a PC owes him money. The loan shark has fancy, legitimate-looking
31 paperwork and knows a lot about the PC’s recent activity and Backstory. The loan shark, however, is a THIEF who heard
about the PC from one of their Rivals.
The PCs are stopped in the street by GANGSTERS . Boss Junch the "Bruiser of Busker Street" is lookin' for a few adventurers
32 to do a job. Rumor has it there's a recipe book hidden somewhere in the Nork's Noodles at the edge of town. Nobody hates
Nork more than Boss Junch, so bring back the recipe and Boss Junch won't break your thumbs.
33 A pickpocket steals from a PC and runs away into a crowd.

A goblin swears that he recognizes a PC from an old Nork’s Noodles job back in the day. The goblin won’t let up and invites
34 the PCs to a meal to catch up. The goblin actually blames the PC for getting him fired and wants revenge. The goblin has
hired a group of MERCENARIES waiting to ambush the PCs after they all eat.
35 A cantankerous wagon driver almost hits the PCs on the street and swerves wildly toward a crowd directly in his path.

A mangy DOGGART begs for food scraps. If fed, the DOGGART follows the PCs. The next night, the DOGGART momentarily
36 transforms into a goblin, revealing that he’s wearing a cursed necklace called the Hound's Collar and can't remove it without
serious help.
A boggart asks for help to find his lost book that fell down a grate and into the city sewers. He has to return the book to
37
Winifred’s Library or else pay a hefty fine.
A sketchy boggart asks the PCs to be his bodyguard for an illicit deal with Tricky Toe GANGSTERS . He’s buying some shyrm
38 technology, a kind of scope that can see through solid surfaces. The Tricky Toes actually have no such device and are
planning to rob the boggart.
39 A fire breaks out in town and a group of ruffians start looting shops.
FLEABAG COUNTY

The PCs stumble into a remote tavern where gamblers and THIEVES play cards. Everyone turns and pulls out their knives.
40
“Members only.”
41 A town watchman suspects a PC of shoplifting one of their items from a general store in town.

42 A group of GANGSTERS begin to trail the PCs down an alleyway.

43 A trio of boggles run conspicuously through the streets carrying a garish treasure chest that’s spilling coins.
A town crier relays that Baron Bunchly, the local oil tycoon, is looking for his lost daughter. Baron Bunchly suspects his
44
daughter was kidnapped by BANDITS nearby.
Percival Dante, renowned bard, is in town playing concerts and making a killing. Hordes of fans line up for his meet-and-
45
greet. However, it isn't Percival Dante at all. It's Percival Dante impersonator Billiam Dobbershteen.

26
1d2 dangerous encounters
46 A beggar, who is actually a WITCH , asks the PCs for anything to spare. Anyone who doesn't oblige is CURSED: Coins are fully
spent on a roll of 1–4.
A PC is asked to dance by an attractive boggart at the Turnip Festival Hootenanny. The boggart’s jealous suitor wants
47
revenge.
48 A turf war between three gangs erupts in the middle of a town square.

49 Wagon traffic is building up outside of town as GUARDS conducts lengthy searches for contraband cargo.

At the next tavern the PCs visit, Garo Wepeel, a burly Red Boot BANDIT with an eyepatch, challenges a PC to an arm
50
wrestling match.
51 A small town is overrun by NUBLINS that have destroyed the crops and even attacked a few townspeople.

52 For the next 2 Travel Turns, the PCs run into a chorus of plappadoots—a notoriously bad omen!

53 Hungry CANKERBOARS root around the burnt remains of a shack until startled by the PCs’ approach.

54 A gaggle of twenty ravenous DOODS spots the PCs after rummaging through empty trash bins and attacks.

The PCs wander onto land owned by an industrial big-wig. Before they know it, they are being chased by hostile SPUTTER-
55
GUARDS .

A PC is hunted by a whalen BOUNTY HUNTER named Harpoon O’Barnacle working a bounty issued by a PC’s Rival in the town
56
of Dunk.
57 A VULTOR comes right out of the sky and snatches a man the PCs just greeted on the road.

58 A nearby bush has delicious looking berries, but if disturbed, a group of QUILLRATS attack with their projectile quills.

59 The PCs wander through an abandoned mining town and encounter a flock of flatulating ISHWICKS .

60 The earth beneath the PCs’ feet sinks rapidly like quicksand. It’s a colony of SINKWORMS !

61 A petty THIEF steals a random item from a PC and leads any pursuers into a trail of GUTTERSNAILS and their sticky mucus.

A squad of DRATCH hunters stare down the PCs as they pass on the road. Nothing happens now, but the hunters return to
62
ambush them at night or during an inopportune moment.
Tully the bard has heard of the PCs’ exploits and wants to chronicle their adventures. The only trouble is that he isn't very
63 hardy, and the prospect of living the adventurer's life seems iffy at best. But Tully is persistent and follows the PCs, even if it
puts him in danger!
64 A horde of GREMLINS stalks the PCs and attempts to devour all of their tasty technology when they sleep.

Rotting pumpkins go whizzing by the PCs’ heads. A gang of PUNKINS ! Old King Nack wants the bones of a bard and the teeth
65
of a rascal for a nefarious magic spell!
66 ORCH explorers have claimed a small village as their new "discovery," and declare all its residents subjects of Big Orch.

A farmer's livestock have been killed, some of them devoured, but many simply left dead. Looks to be the work of those
67
blasted WYVERNS that have a warren near here.
A pair of wug bullies, both built like houses, demand the PCs pay the Fleabag County traveling tax, “or else you'll get a
FLEABAG COUNTY
68
double decker knuckle sandwich!”
69 Three shrym techno-THIEVES escape by flying machine after robbing a merchant right on the road in broad daylight.

70 GUARDS from Munch accuse the PCs of stealing herbs from the royal gardens.

A boggart stunt person bets an egging crowd that they can jump over a burning wagon. It is clear they are not likely to
71
succeed and could get seriously hurt. Roll 1d12: they only succeed on a 12+.
72 The PCs frighten a herd of WUNGALOPES that stampede away, ruining a DWEORG expedition to capture the beasts.

73 SCARE CROWS devour a farmer's crops as the farmer hides under a wheelbarrow.

74 An unimpressive thieves guild called the Counters is looking for members to take on the Tricky Toe Gang in Bogtown.

27
1d2 dangerous encounters
75 A shrym tries to scramble out of a pit full of SINGE VIPERS , which is actually a GIANT'S footprint.

76 A bogril has an angry CHIRRUP in a cage, but it springs out and escapes, dazzling everyone in its wake.
Red Boot BANDITS rob a welkin mail carrier. The carrier has a special parcel for the House of Munch that contains a lost
77
family heirloom.
The PCs find a birthday cake on an old stump. If they take a slice, a trap door opens up beneath the PCs’ feet and the boggle
78
Birthday Gang robs the party.
A TROLL and boggle on their way to Bogtown are under attack by THIEVES trying to steal their invention, a lie detector
79
commissioned by the High Magistrate himself.
A strange, sickening feeling washes over the PCs as they pass through an enchanted wood. If the PCs stay in the woods at
80 night, they are plagued by nightmares, leaving them Tired and unable to gain Courage. The dreams are caused by a WITCH’S
curse that dwells in the area.
A crew of bugbear MERCENARIES argue over who they should serve next. The Bulwarks of Used T'Be Forest, the River Barons
81
of River Country, or the Tricky Toe Gang. They ask for the PCs’ opinions.
Knights from the House of Munch, little more than poorly equipped and old boggart GUARDS , demand to know why the PCs
82
have trespassed on royal land.
83 A cackling IMP FAMILIAR and a boggle build a new road sign that leads to a FUNGHOUL pit.

A MUCKMAN emerges from a hollow tree stump and slowly asks the PCs to help them remove a painful object stuck in their
84
muck. The object is a shrym device that is a ticking time bomb!
85 A group of Copperhat GUARDS shake down the PCs for travel permits.

86 Each night, a WISP haunts a family of boggart peasants living in a remote cabin.

87 A huge QUOB is stuck in a sinking mud pit and perilously close to drowning.

88 RIVAL DUNGEONEERS fight over the bones of a huge DRAGON .

89 QUILLRATS root around an abandoned barrel of fish from a nearby river.

90 A sputter-plow is out of control and ready to explode. A goblin farmer begs for help to shut it down.

91 CHROMADYTES emerge from the ground and assume the PCs stole their priceless crystal.

The PCs stumble upon a gang of PUNKINS with a tied-up boggart. They lie and say he’s a criminal and they’re taking him to
92
the Copperhats, when in fact, the boggart is a wealthy merchant from Capstan who the PUNKINS are taking for ransom.
93 A bogril shares that the PCs have won a free night at the local inn. The inn is infested with NIGHT-NIGHT FLEAS .

A boggart and a goblin are self proclaimed GHOST catchers. They offer their services at a discount this week. Should they be
94
engaged to catch a real GHOST, they'll be revealed as frauds, and helpless ones at that.
SCARE CROWS chase a CHIRRUP with a golden amulet in its mouth. Suddenly the CHIRRUP accidentally swallows the amulet
95 and grows to an enormous size. Then the SCARE CROWS flee toward the PCs as the CHIRRUP starts smashing trees and
everything in its path. The amulet can transform a wearer into a twenty foot GIANT and has 1 use left.
A welkin WARRIOR knight on a ZOZO BIRD approaches the PCs with a challenge. De-bird him in honorable joust or they
FLEABAG COUNTY

96
cannot pass. The knight is attempting to join the royal court of Munch by showing his quality.
The PCs enter a ghost town with an abandoned sputter museum, where the sputter-statues of historical characters are
97
haunted by their GHOSTS .
98 A boggle THIEF is tied to a slumbering CRAG LIZARD as punishment. “Quiet! Don’t wake it up!”

A wug carries a talking fish in a bowl. The fish used to be a crime boss and is looking for some thumb breakers to join his gang
99
and get revenge on the Tricky Toes for cursing him.
A lost comedian named Gormy MuckDandelion got run out of Thurf for playing a bad set and insulting too many Tricky Toe
100 GANGSTERS with sloppy crowd work. Help him get to Bogtown’s Amphibiatheatre and he'll give the PCs tickets to his next
live show.

28
Discoveries
1d2 discoveries
The PCs come upon a small cemetery. One of the gravestones belongs to Peter the Bold, fallen hero from older days. There
1
is a lonely ring (a random Magic ring) sitting in the dirt next to the stone.

The PCs find a hole-in-the-wall joint called the Kindly Guide, owned and operated by a gregarious shrym named Rollee
2 Rudgaze. All of the patrons turn their heads and greet the PCs as they walk in. This is perhaps the friendliest tavern in all of
Fleabag County.
A group of merchants set up for a festival. An elderly, hobbled vendor called Frandy sells fireworks. He'll trade one of his
3
coveted Whistle Zoomers for help getting the word out about his fireworks.

4 The PCs find a ring of keys that belongs to a Copperhat named Jok Maytree.

5 The PCs find a sealed envelope. Inside are six tickets to Krogland.

6 There is an abandoned farmhouse, home to a friendly CATTYPILLAR who loves to eat vermin and fish.

7 The PCs discover an abandoned alchemist’s lab. Each PC can roll two random Herb Components.

The PCs find a cache of goods wrapped in a fancy rug. The haul includes: the fancy rug, a solid gold candle holder, a broken
8 clock, and a portrait of a Felmog Outrider. Whoever touches the painting first causes the painting to change into a portrait
of themselves.

9 A traveling WITCH named Weega sells alchemy recipes and Components.

The PCs cross paths with the renowned BOUNTY HUNTER Kade Kadderan, who nods as he walks by. Everyone gains +1 max
10
Courage for the session.

The PCs find a magic shop. It's mostly full of items like trick gum and playing cards, but everyone can make a Treasure
11
Hunting Check for an Old Hoard.

An overjoyed bugbear pops the cork on a bottle of rascal cider and proclaims: "It's a girl!" encouraging the PCs to celebrate
12
with him.

13 A wild DORGON follows the PCs for several miles. Seems to have taken a liking to them.

A huge toadstool tree grows alone in a field. Spores drift from the gills below the enormous mushroom cap and a sweaty
14
boggart furiously chops the trunk, muttering: "Miserable invasive species, screwin' up all my fields. I'll show you!"

A traveling jester, all too eager for an audience, tells a joke: "How did the boggle talk to the giant? Don't get it? He used
15
really big words!" The jester proceeds to act as if the PCs are old friends and tags along. FLEABAG COUNTY
16 The PCs find a derelict mansion overgrown by weeds and lichen. Investigation reveals a Loot Pile in the fireplace.

The PCs bump into a boggle named Fibs who claims she is the greatest salesperson in the Land of Eem. She can convince
17 anyone of anything! And for the low, low price of Silver Coins, she’ll use her gift of gab to talk anyone into or out of anything.
Funny thing is, Fibs is telling the truth!
A sword stuck in a tree stump is vibrating. Remove it from the stump and it starts singing and won’t stop until put into
18
something else.

A boggart named Winston eats a noodle dinner with a gigantic bear. He invites the PCs to join them and not to mind the
19
bear—that's his cousin Elroy. “A kobold transmogrified him some years back, but he still has a taste for noodles.”

29
1d2 discoveries
A one-legged shrym with an array of scalpels and knives escorts a goblin with a mechanical sputter-arm out of his building. The
20
shrym addresses the PCs and explains that he’s a surgeon who can heal Wounds and even augment folks with new arms and legs.

A SPARROW-SPRITE flutters to the PCs and lands on a branch. The tiny bird wears a green hat with a blue feather. They
21
introduce themself as Sir Fwitter and alerts the PCs of a nearby danger. Next Travel Check is an automatic Success.

Shelly Heartspring is a boggart who runs the Catch a Cattypillar Rescue. The shelter is a small collection of mud-
22 packed buildings with several attendants that care for stray CATTYPILLARS , Shelly offers to come collect any lost or hurt
CATTYPILLARS should the PCs send for her.

A pair of wugs riding ZOZO BIRDS herd a group of WUNGALOPES over a grassy plain. The wugs whistle and holler as their
23
WUNGALOPES moo. They're in the market to sell one of their herd for Ancient Coins.

The trees sway in the wind, but one tree in particular seems to sway against the wind. As the PCs approach, a mighty
24 BEAMKIN shambles from the edge of the trees and waves. The enormous creature tosses fresh apples to the PCs (each is a
Normal Ration).
The PCs discover a tourist trap called The Dood Ranch where a crew of boggart wranglers manage a DOOD sanctuary keeping
25 the creatures from dispersing more widely into Fleabag County. For Copper Coins, the PCs can experience the delight of living
like a real life DOOD wrangler. For Gold Coins and a week of Downtime, they can learn the Dood Wrangling Proficiency.
A welkin named Glick pulls a cart of pancake batter, promoting Pandor's Cider House in Bogtown. Glick was hired by
26
Pandor's to travel the countryside and whip up some fluffy pancakes. Free samples encouraged!

A procession of a hundred boggarts wearing brightly colored clothing marches to Munch to show their support for the King
of Old Bogswain. The boggarts reject the greedy industrialism of the Dungeon Era, longing to rebuild their ancestral kingdom
27
of farms and trades, living happily off the land. They detest the names Fleabag County and the Mucklands, preferring the old
moniker of Bogswain.
A middle-aged goblin woman shuffles down the path, aiding a limp with a cane that jingles with bells hanging from it. She
28 calls herself Mama Mordan and is so pleased to meet good upstanding folk in Fleabag County. A nice change from all the
riffraff. Mama Mordan grins and offers a good luck charm, which grants a PC 3 one-time use Quest Points.
A suspicious, cloaked figure leans against the side of a building. As the PCs near, he lifts up the side of his cloak to reveal
29 an array of tiny bottles and potions. "Two potions for a pouch of Gold Coins..." he mutters. The potions are unlabelled and
random.

30 A thriving ROT VINE hangs from a dead tree (1d4 Herb Components).

31 A boy skipping rocks makes a wish to go to Dungeoneer Academy, then asks what the PCs would wish for.

A friendly Copperhat (which doesn't seem too common these days) offers to escort the PCs back toward Bogtown if they're
32
going that way.

A warm looking tavern with rustic architecture and a sign that says “The Favorite Auntie” is in the middle of nowhere. Inside,
33 they serve simple, good food in several courses: tater o'boggart, leek 'n' rabbit soup, ungyon pies, and mashberry cobbler. All
for Copper Coins.
A grubby street urchin named Penelopea tries to pickpocket a PC but gets caught. She plays it off and offers to show them
34
around the city if they get her a bite to eat.
FLEABAG COUNTY

Rare snowfall leaves a fresh blanket of white over the rooftops of the nearby houses. It reminds everyone of their best
35
memories of the Hearthlight holiday, which they should be encouraged to share.

A fair maiden in a carriage kicks out her apparent suitor and chastises him for being uncouth. The suitor cries, "You can't
36 leave me here! Who will protect you from bandits?" The maiden pauses a beat then spots the PCs. "They will! Hop inside,
won't you?"
A lost gelatinous goo is looking for another gelatinous goo named Chawlee. If the PCs can point them in the right direction,
37
the goo parts with a random potion that's currently floating in their jelly belly.

A SPITHRA named Shadow collects inkpot spider webs into barrels to sell to the highest bidders in Dunk. It’s great for making
38
things very sticky and she’ll sell a barrel for Gold Coins.

30
1d2 discoveries
A goblin explorer named Professor Bander excitedly approaches the PCs to interview them about their experiences in the
39 Mucklands. Several assistants accompanying him are hungry to learn and share firsthand accounts for his forthcoming book
targeted to goblins still living in the Underlands. Bander gladly attributes each PC who shares a story in his future book.
A rare CHROMADYTE is trapped in a solid block of mud that is as hard as stone. The creature cannot communicate, but
40
helping it escape wins the creature's thanks. It chips a shard of itself as a gift: worth Gold Coins.

A LEECHLING farmer named Wendle raises the bloodthirsty worms as a new kind of food source. Wendle, a bit concerned
41
about them escaping, offers LEECHLING steaks for help securing their pen.

Uthergrum Thump, a bugbear used-siege equipment salesman, won't take no for an answer. “I’ve got ballistae, I've got
42
catapults, I’ve got battering rams! And I WON'T be beat, ya hear?”

An abandoned hut littered with pickled foods and old magazines looks like it was once some kind of bunker for a doomsday
43
prepper.

A wug and welkin enjoy a flagon of rascal cider after making a tremendous discovery: a cave filled with books, hidden away!
44 They would appreciate any help identifying the books, as neither of them are scholars. Among the books are: Saber & Shield:
A Cavalier's Guide to Perfect Form, and It's a Trap! Death to Intruders on a Budget by Crazy Urny.

45 A jousting tournament is set to take place later in the day, and the winner takes home a small fortune: two pouches of Gold Coins.

A mechanical sputter-fish attached to a wooden placard floats in the water, singing: "Happy happy day day, come along and
46
play play. Happy happy day day, it's a haaappy haaappy daaay!" over and over and over.

47 A shrym riding a bicycle says to come to Beezelburf, where he has amazing deals on this pedaled vehicle and more!

48 A lost shipment of Nork's Noodles bobs in a muck pool. PCs can recover 1d4 Normal Rations.

An exaggerated mascot costume of what looks to be Krog the Tycoon is muddy, but intact. Looks like it must have come
49
from Krogland.

A boggart artist offers to draw a group portrait of the PCs. As she draws, she compliments each one, and asks them about
50 their adventures. It really seems like she's going to make them look amazing, but when she flips the canvas around, every PC
is a humorous caricature highlighting their most unflattering features.

51 A shrym tinker needs to lighten the load of his cart, and offers a crate of 20 Materials for free.

52 A farmer with a wagon full of pigs offers the PCs a ride for the next day.

A boggart cartoonist named Ike sells his stapled comics at the side of the road. He pushily asks the PCs to buy his comic
53
strip about a Felmog Outrider named Lardok the Brute. His work has promise but it's a little rough around the edges.

54 You find a hidden clearwater stream rife with fish. Fishing Checks gain Advantage here.

Farmers carve gourds and place them on their heads for a local festival called Dreamwelling. According to tradition, when
FLEABAG COUNTY
55
they sleep in the gourd mask it catches their dreams and makes them come true in the following year.

Wheel tracks in the mud lead straight to a camp where a farmer and his daughter offer food at their campsite. They're on a
56
journey to Thurf to sell rutabagas.

The PCs find the gravesite of a great folk hero, the boggart Ardent Zween. The flowers at her grave are dried and brown.
57
Lore Check: She is famous for fighting off a cyclops that climbed over the Dustwall Mountains.

58 Many arrows scatter the ground, enough to fill a quiver.

59 A shrym tinker testing out her team of SPUTTER-BEASTS offers the PCs a ride on her sputter-wagon for a day.

31
1d2 discoveries
A carriage is stopped at the side of the road. A KOBOLD fortune teller beckons the PCs to sit and have their fortunes read.
60
Anyone who does so gains insight about their Personal Quest.

61 Several signs point the way to Palance's Tavern, where they serve award-winning split pea soup and musical theater.

The PCs find the ruins of Krogland—that is, where it was first built before being abandoned due to a gremlin infestation.
62
They say Krog lost a fortune due to the ordeal. Now it might make for a nice, if slightly creepy, place to rest.

A doggart puppy with a collar that says Mup runs happily toward the PCs. It looks relieved to see people as there is no
63
owner in sight.

A parade with a marching band sweeps through the area. They beckon the PCs to join the festivities for the graduating class
64
of Sputter University in Beezelburf.

A knight-errant of the Order of the Ember blazes across the land on horseback towards the PCs. They stop and comment
65 that the PCs seem like adventurers, and ask what their quest is. If the knight-errant, Theonor, finds the answer worthy, they
offer their sword to aid the PCs.

66 A pie eating contest is underway, and the winner takes home a pouch of Gold Coins.

The PCs pass a happy boggart family on the road. Two laughing children fly a kite as they race to catch up with their parents.
67
Everyone heals 3 Courage.

The PCs encounter one of their Backstory Allies who’s on their way to Thrig. They need some extra money and heard there's
68
work to be had in the factories.

The PCs find a dive bar at the side of the road called Pistol Paul's, and overhear a customer say the password to get in:
69 "chrysanthemum hubbub." Inside are a bunch of footpads and highway folks enjoying the finer things in life like artisanal tea,
crumpets, and finger sandwiches.
Tucked away behind overgrown shrubs and trees is an abandoned cottage. The place is covered in dust and cobwebs but is a
70
well-built home.

A broken down wagon with no wheels is toppled over. Crates of Materials (1d12) and a few Rations (1d4) are spilled
71
everywhere.

A huge wurlwood tree stands tall in the middle of the landscape. Climbing it provides a panoramic view of the area giving
72
insight into what's in the surrounding hexes.

A wandering gnome with a flower basket asks each PC which flower they’d like. Then she does the Friendship Puff to each of
73
them, blowing the petals in their faces to cement a friendship.

74 An elderly bogril knight sits on a log bathing his aching feet in a brook. He has many stories to tell of the old days.

The PCs stumble upon a traveling bard singing a song about the PCs’ heroic adventures. Ironically, the bard does not
75 recognize the PCs if confronted, but is thrilled to meet them in person, and asks permission to keep singing, perhaps even be
their chronicler!
A puppeteer spots the PCs and asks if they'd be willing to help her perform a puppet show for some local children. The show
FLEABAG COUNTY

76
is a rendition of the famous Tale of Penultimo.

77 A prize winning turkey, the size of a horse, pecks whole ears of corn as its owner lovingly encourages it to get bigger.

A black cat crosses the PCs’ path and nuzzles one of their legs. If someone pets the cat or gives it a treat, it transforms into a
78
boggart woman who thanks them profusely for eliminating her curse with kindness.

A rogue with a plumed hat gives out bread to a group of hungry peasants. The rogue tells them that the rascal Honest Jym
79
Dollstav sends his regards from River Country, and salutes the PCs before dashing away from the cheering crowd.

A traveling shrym inventor wants to test her amazing sharpening machine on the PCs’ weapons, free of charge. If they let
80
her, the weapons inflict +2 Dread for the session.

32
1d2 discoveries
A boggle riding a WUNGALOPE waves the PCs over and asks if they need a ride. The boggle will take the party 2 Hexes
81
without incident.

A sputter-horse gallops across the PCs’ path as a shrym wrangler tails it with a lasso. The wrangler nabs the sputter-horse
82 and proclaims: "Keep an eye out, pards! These SPUTTER-BEASTS are all over the county!"

A flock of honking HUMONGEESE soars overhead. Before disappearing into a patch of clouds, a golden egg (worth Gold Coins)
83
crashes to the ground at the PCs’ feet.

An aristocratic boggart with a tall, powdered wig struggles to leap over a mud puddle. He asks the PCs for aid, and if they'll
84
join him at a local Masquerade. It will take all night to get there, but the estate is magnificent and the company is divine!

85 A silver glint catches a PC’s eye about fifty yards off the course of their path. It’s a Magnificent sword lying on a mossy stone.

A MUSHRUM and DRATCH share a couple of rascal ciders and a hunk of cheese the size of a bogrillian tortoise. If asked about
86
it, they say they lifted the giant cheese off a marauding ETTIN and are happy to share.

87 A GIANT politely pardons themself after stepping over the PCs, and then continues down the road.

A shepherd resting on a rock next to a pond rings a bell. About two hundred ducks scramble out of the bushes and leap into
88 the water gleefully.

The PCs come across a 24 hour diner, called The Cardinal, run by an eccentric but lovable boggart named Rick. They're
89
known for their grilled cheese sandwiches and peanut butter pie.

A building shaped like a pot belly stove pumps out steam from a chimney. The sign reads, “Pallaby's Powders,” and has every
90
kind of powder in stock.

91 The PCs find a small village called Cattleburf, with tons of grazing cattle as well as ponies and beasts of burden for sale.

92 The PCs find a poorly buried wooden box. Inside is a pouch of Silver Coins.

For a moment, it looks like a huge dragon sweeps across the sky. It's actually a kite, with several more trailing behind. Seems
93
to be some sort of kite festival.

The PCs find a lush pond full of fish and basking turtles. A friendly RIVER GOBLIN pokes her head out of the water and strikes
94 up a conversation about the weather.

95 A local village's job board lists three rumors from Fleabag County.

96 Two KALEIDOSCORPIONS engage in a beautiful kaleidoscopic mating ritual out in the open—an extremely rare occurrence!

A wandering vagabond offers a sip of his wine and shares that there is a cozy inn just down the way. He should know,
97 because they kicked him out.

What looks like a pair of boggles locked in mortal combat from a distance is actually a pair of boggart children play-fighting
QUAGMASH

98 with sticks. They call one of the PCs a "brigand" and demand that they unhand the "fair maiden." Playing with the kids heals
1d6 Courage.
Wheel tracks in the mud lead to a troupe of bards performing a puppet show out of their wagon to a group of local children.
99 One of the bards is an old friend of a random PC.

100 An abandoned windmill is full of 3 bags of Animal Feed that's still good.

33


CHAPTER 3

quagmash



QUAGMASH

34
Perilous Encounters
1d2 perilous encounters
A KOBOLD painter insists on painting a portrait of one of the PCs. Whoever gets painted must make a Mettle Check or
1–2 get trapped in the painting by a spell. The trapped PC can still communicate, but is physically trapped for one session or
until freed. The KOBOLD flees as soon as the spell completes.
3–4 The PCs stumble into a clearing covered with sticks, branches, and twigs. A large GATOR emerges from its nest and attacks!

Several QUAG BLEAKERS swallowed an entire shipment of slide whistles headed to the Fleabag County Fairgrounds. It's
5–6 one thing that the critters are particularly perturbed, but it's another that the cacophony is so loud the PCs go deaf if
they're not careful.
A cursed BOGNSAP lurches out of the mud, hungry and grabby. On a Hit, the target is afflicted with a random CURSE
7–8
(Mettle Check to resist).
Pip the Comedian is desperate to save his luggage from a perilous whirlpool filled with BARBECUDAS . His whole life is in
9–10 that luggage! If saved, he thanks the PCs profusely, checking to make sure his props are alright: a rubber poltergoose,
fake ettin poop, and a pair of wind up sputter-teeth.
Torg Gatormun is perhaps the last of his kind, a sentient, humanoid gator referred to in the old times as gatorgs. Torg
11–12
hates outsiders and sets his pet GATORS on anyone who tresspasses.
Kleetus Baumb, Scribe of Waed, has come to the Quagmash to catalog its many beasts and is on the hunt for an elder
13–14
CLUNCH DRAGON , which just so happens to be stalking the PCs.

15–16 Murderous MUCKMEN thrash and splash through the mire towards the PCs.
17–18 A warband of ORCHES marches toward Sinkhole to sack it. All of them snort and oink, eager for a good fight.
Everything is fine, well, except for that wild-eyed KOBOLD glaring at the PCs with a bucket of poisonous SINGE VIPERS .
19–20
They are convinced the PCs killed one of their pet snakes.
Billowing GLOOM , otherwise known as Witchbreath, surrounds the PCs as SKELETONS emerge from the shadows. The
21–22
unmistakable sound of a WITCH cackling echoes in the eerie darkness.
A group of ORCHES leaps out of the reeds with axes. They're angry that the PCs didn't knock first when they entered
23–24
their “home,” a pile of sticks and mud some yards back.
A series of signs read: "Turn back,” "No passage," and "No treasure." Turning around sets the PCs back a day's travel.
25–26
Continuing forward leads to a powerful hermit SORCERER who hates trespassers. But she does indeed have an Old Hoard.
27–28 A big, shaggy HIPPOGRUFF looks right at the PCs, shakes its wooly fur, and moves to attack.

The mud is like a suction cup, making every step arduous. It wouldn't be too much of a problem if it weren't for the
29–30
SKEETERS buzzing around.

The lead PC trips over the skeleton of a lost traveler. It looks human, but peculiar, as if it were mutated in some way. If a
31–32
PC touches the skeleton with their bare skin, they must Mettle Check to avoid a random MUTATION .
An abandoned Subterranean Pits and Lairs LLC camp with hard hats littering the ground. If lifted up, all the worker's
33–34
skulls are still in their hats. The camp is full of burrowing KROWLS !
A random PC sticks their foot directly into the maw of a MUCKMAN as it rises from the earth. It attempts to Engulf them
35–36
as more MUCKMEN surround the PCs.
37–38 A swarm of LEECHLINGS bursts from the water to attack.

Shallis Shadewand, a powerful WITCH , takes a stroll through the Quagmash. Upon seeing the PCs, she asks them for a
QUAGMASH

39–40
“favor.” Steal the nose ring from Big Orch or be CURSED.
Torrential rains force the PCs to seek shelter or risk drowning in mud. Nearby is a sturdy looking thatched hut. Inside,
41–42 a leathery old boggart offers a vile, stinking stew and a place to rest. Anyone who eats it suffers -1 to all Checks and
stomach pains for the next day.
As the PCs cross a stony bridge, a stinking bog TROLL stops them. In truth, all he wants to do is have a conversation
43–44
because he's so very lonely. But if he is insulted in any way, he becomes angry and threatening.
45–46 An old tree called Mana is thick with particularly vicious WEELOKS that defend her against intruders.

35
1d2 perilous encounters
47–48 SPONGOSAURS terrorize a fishing boat with a quortle inside trying desperately to fend off the beasts.
A wounded CLUNCH DRAGON with a large spear thrusted into its back isn't taking any chances with the PCs as they
49–50
intrude upon its lair.
Having heard tales of the PCs, a SARGOG called Qor'Zag has hunted them in hopes of presenting a death offering to the
51–52
almighty Ehk, God of Sarpath.
A glowing WISP bobs and weaves over bog water. The PCs find themselves lured into the water by the creature’s
53–54
hypnotic light.
A GIANT struggles to free itself from hundreds of long chains. In its rage it smashes trees and lashes out at the PCs
55–56
violently, assuming them to be the mysterious captors.
An old, rotten wurlwood tree stretches into a cloudy sky with slimy pustules all over it. As the PCs approach, BLORPS
57–58
dislodge themselves from the tree and attack.
Poachers are stealing GATOR eggs to sell to Unassailable Co. in the Used T'Be Forest. When discovered, the poachers
59–60
try to feed the PCs to GATORS to get rid of any witnesses.
MUCKLAND BATS , driven ravenous by eating cursed meat, swarm the PCs. On a Hit, the target must make a Vitality
61–62
Check. On a 1–2, they suffer a random CURSE .
The PCs are suddenly swallowed up by a sinkhole and spat out into an abandoned mine filled with random passages and
63–64
strange rooms (a Random Dungeon).
65–66 The PCs encounter an impassable mire. Going around it will add 2 days, and Travel Checks suffer -2.
A shipwreck is lodged into a tree from a terrible storm. Approaching the wreck wakes a HYDREEL trapped inside, far from
67–68
the sea.
SKELETONS march through the mud and mist only a few yards from the PCs. They ignore everything around them as an
69–70
unintelligible voice whispers in the GLOOM . If they notice the PCs, they attack.
MUCKMEN merge into each other to form a large, single Champion. The PCs have stumbled onto this secret
71–72
transformation and the MUCKMEN suffer no spies.
The Oracle of Fungus, a huge rooted mushroom creature, shares unfortunate news—monsters and worse are in full
73–74
force lately. Dangerous Encounters must instead be rolled on the Perilous Table for 1d4 days.
75–76 ORCHES pilot a SPUTTER-GATOR , a Huge Champion made of clockwork and steel, which they stole from a shrym inventors.

The only way across an expanse of boiling swamp water is a rickety bridge that could collapse at any moment.
77–78
Nimbleness Check or fall into the boiling water for 1d12 Dread per round.
A group of CHROMADYTES are busy closing up a mine shaft. They assume the PCs are miners returning to steal gems from
79–80
their Underlands home.
81–82 The PCs are enveloped by a freezing cold wave of GLOOM , and all sound is silenced.
HARPIES titter in the trees, grinding their teeth and jingling their jewelry. They are particularly interested in stealing
83–84
Magic items and target any PCs carrying one.
The sound of chanting disturbs the swamp. Eyes glow like lamps under the gnarled, exposed roots of rotten trees.
85–86
SCUMSEERS emerge from the water and attack the PCs who have disturbed their unknowable ritual.

The water is deep here and the only way across it are intermittent jagged stones. Only problem is that the stones are
87–88
actually STALAG MITES .
The swamp forest canopy echoes with hissing sounds. SARVANG spies suddenly swoop in and attack the PCs as they
89–90
enter a forgotten mire. One flies off to summon SARPATHI REAVERS as reinforcements.
Mutant MORBS , glowing unnaturally, lumber from the direction of an infamous dumping site. They are toxic and hungry
91–92
QUAGMASH

for flesh!
A SKEETER the size of a house buzzes into view as its proboscis quivers with greedy excitement. The PCs look like a
93–94
tasty treat.
95–96 Hot geysers erupt throughout the landscape. PCs must make 2 Athletics Checks to avoid getting blasted for 1d6 Dread.
A renegade Big Fame Hunter, a DRATCH called Murg the Merciless, has decided to hunt the PCs and have them stuffed
97–98
for his private collection!
99–100 A cackling swamp WITCH springs in on a MERGA TOAD mount. She immediately starts hexing the PCs for trespassing.

36
Dangerous Encounters
1d2 dangerous encounters
Three skeletal corpses hang from a tree with signs around their necks that read: “Don’t cross the Tricky Toe Gang." At the
1
base of the tree, a hogtied goblin begs for help before the GANGSTERS return. Which is any minute now!
The PCs stumble into a muddy glade with a tree in the center of it. Upon closer examination, it’s clear this isn't a tree at all,
2 but an effigy of rusty spears and halberds, all tied and nailed together. This is an ORCH warning to turn back and leave their
territory.
A MERGA TOAD is in a cage with the letters "B.F.H." stamped onto the side. Despite being cooped up, the toad looks
3 unperturbed, blinking lazily. However, the toad starts burping a noxious gas inflicting 1d6 Dread to all Nearby. If it’s released,
it attacks, but also burps up four mundane items.
4 Two GATORS battle over the carcass of an enormous fish.

A hooded figure approaches from the shadows of a rotten tree. When they speak, it is as if dozens of voices work as one.
"The Witch of the Quag hath stolen from us. We cannot assail her. Return the White Scale of Sog to the first of the sarpathi
5 you see. They will not know me, but the scale...the scale they will know. After, seek Rooz’ka of Sarpath who dwells in a
hollow west of the sunken town of Sinkhole." Then, the hooded figure collapses into a pile of snakes that slither away in
every direction.
6 The PCs find a giant skrokwing’s rib cage. Examining it closer reveals a diseased CRAWLBAD living inside.

7 A random PC steps in a bear trap, suffering 1d6 Dread. The whole area is boobytrapped with them.

A large boat is stuck at the top of a tall, sickly tree, and surrounded by jeering SCARE CROWS . The boat is filled with 1d6
8 Elemental Components but can only support the weight of a single PC. Any additional weight collapses the tree and boat
together.
The lead PC manages to avoid a stillwater sink—a kind of deadly sinkhole—at the last moment. Something glimmers inside
9 of it, glowing even, maybe fifty feet down in the water (random Magic armor). Failed Checks in the still water inflict 1d8
Dread and the item is lost forever.
The PCs find an abandoned camp filled with crates and cages. Of note is a large jar with what can only be a small MUCKMAN
10
inside. If released, flip a coin: heads, the MUCKMAN returns to the swamp; tails, it attacks whoever freed it.
11 Sickening, toxic swamp fumes burn the PCs’ nostrils and make them feel queasy. Vitality Check or become WEAKENED.

A shrym stranded on a tiny island of sticks in the center of a murky pond begs for help, but warns that the pond is filled with
12
BRAYING SABERFISH .

13 When the PCs need to rest, but the deafening sound of a THOAD croaking in the swamp prevents sleep that night.

14 Nimbleness Check or step into quicksand and become ENGULFED.

The PCs find the ruins of a stone building, sunken in the swamp. Half submerged is a rusty iron door. Someone thumps
15 on the other side of the door, possibly trapped, but they offer no response otherwise. If the door is opened, a SKELETON
attacks.
16 A flock of BUBBLEGEESE have befouled a fish pond. The water is highly corrosive to non-Magic equipment.

A very old BOGRILLIAN TORTOISE beckons to help the PCs across the marsh full of RINDLE RAMS but he's painfully slow. If
17
anyone insults him, he immediately bucks the whole group from his shell into the water.
QUAGMASH

What looks like a shambling SHRUBLING approaches the PCs. Covered in muck and vegetation, the creature used to be a
18 boggart named Briar, but has recently been afflicted with lichenthropy. Briar asks for help to cure him, but every day he stays
with the PCs he becomes more and more hostile and dangerous.
Nurm the boggart stepped in a bubbling ooze that he can't identify and the smell won't wash off. Ever. At least, not without
19
some serious help. The PCs risk catching the smell just by talking with Nurm.
20 Trapped on a romantic dinghy, honeymooning boggarts have run afoul of MUCKMEN .

37
1d2 dangerous encounters
A GELPIE has taken interest in a PC and won't stop following them through the marsh. They have decided that they love the
21
PC and want to get married.
As a storm rages, the only viable shelter is the nearby hut of Malagan Frist, an old, decrepit SORCERER . He is hospitable, but
22
intends to use a PC as his new host body, and tries to feed them a strange concoction to complete the ritual.
23 Cooing MUSHRUMS from Darkshroom Tower attack the PCs for interrupting their ritual song.

A muddy, filthy WEREWOLF called Bragg lurches from the swamp asking for directions to Shadewand. The creature wants
24
revenge for being cursed and is hostile with the PCs if they don’t help him.
Bugbear hunter, Seth Grimtusk, has fallen into a roiling black lake, and is thrashing wildly in his oversized armor. Strange
25
tentacles (belonging to a KRAKEN) wrap around Grimtusk’s legs.
The PCs stumble upon three WITCHES trying to summon the GHOST of a fourth in a ritual. They demand the PCs help by
26
fetching one of her personal effects: her wedding band, which is still in the belly of the MORB who ate her within the area.
A WARRIOR named Kelso and a THIEF named Marium hail the PCs, hoping they will join a dungeon crawl into a Random
27
Dungeon nearby. Kelso and Marium, however, betray the PCs once any treasure is found.
The only way forward is through the water, but the fin of a large creature quickly emerges and submerges again. A CLUNCH
28
DRAGON lives here.

A village of quortles has come upon hard times with their failing algae harvest. They think evil spirits are at work in these
29
parts and are looking for warriors to get rid of a ghost who haunts their best pond. The ghost, however, is really a SCUMSEER .
30 An old fisherman struggles to reel in something massive in the water, when he is suddenly dragged in by the GATOR !

A smiling BLEMMY appears from behind a tree with a boggart woman slung over its shoulder. It makes eye contact with you
31
and darts away into the underbrush. The woman screams for help.
A wounded SARPATHI REAVER collapses in front of you. They are alive, but need medical attention fast. Not far away the
32
reaver’s comrades are fighting amongst themselves in a political rivalry.
A goblin adventurer is late for the 100th annual Quagmash Gator Toss in the floating town of Skiff. The event is dangerous,
33
but boy howdy the prizes are great!
34 The stink from the quag is so strong that it takes a Mettle Check to avoid barfing and suffering 1d6 Dread.

35 The skeleton of a dead adventurer is clung to the very top of a tree as if they died there. A KOOGRA stalks the area below.

36 Two LIGHTNING EELS have gotten tangled together. They squirm and zap anything they encounter.

37 A CHIRRUP coaxes the PCs to give chase, and leads them to a secluded glade where more hungry CHIRRUPS await.

38 A random PC catches their foot on a log, disturbing a nest of ferocious KEESTERSNAPS .

A boggart in their underwear digs frantically for loot they buried nearby. When asked what happened to their clothes, the
39
boggart blames corrosive swamp gas permeating in the area.
40 A group of quortles try to fight off a pair of MUCKMEN that have ENGULFED one of their allies.

An iron chest covered with chains and locks rests on an island. A BRAYING SABERFIS visibly patrols the waters. Inside the
41
chained box is a pair of hungry GREMLINS .
42 Juvenile BOGSNAPS are in full bloom and hungry enough to eat the PCs.

Bubbling waters indicate something struggling in the marsh water. A bogril fisherman is sinking in the mud after jumping in to
43
hide from a gang of Red Boot BANDITS who were stealing bait.
QUAGMASH

The only way forward for miles is over slippery stepping stones peeking out of an acidic pool. Nimbleness Check or fall in and
44
suffer 1d8 Dread and 1d4 Mundane items are destroyed.
45 A bog DRYAD rises from its slumber causing a massive disturbance in the surrounding waters, oblivious to the PCs.

The Great Stink, a moving cloud of bog stench so smelly it clouds the senses. Perception Checks suffer -3 for the rest of the
46
session.

38
1d2 dangerous encounters
WARSP brigands ambush the PCs. They’ve been terrorizing folk around these parts for weeks and possess stolen letters
47
intended for Skiff.
Massive, exotic flora blanket the landscape. Bright yellow flowers spit a gooey substance. Vitality Check or suffer -1 Athletics
48
for the rest of the session.
A toothless boggart on a dinghy offers to ferry the PCs one by one across deep waters. While the last PC is ferried across, an
49
angry RINDLE RAM knocks over the skiff.
As the PCs walk across some stones, the stones begin to move. These are the shells of ornery BOGRILLIAN TORTOISES .
50
Nimbleness Check to avoid falling or angering a tortoise.
51 A pair of MOOSHWIMBLES fight off a MORB trying to eat them.

A boggle named Samantha lost her herb satchel in a cave nearby while running from a wily MUNG inside. If reclaimed, she
52
rewards each PC with a freshly made Courage Potion.
53 A muddy, miserable GLOOG stamps its feet, thinking the PCs are challenging it for leadership of its herd.

A boggle riding a SCARE CROW passes back and forth above the PCs throwing rocks and mocking them. The boggle is a bully
54
and hates it when outsiders think they own the place.
A GATOR trails the PCs as they traverse the swamps, but keeps its distance. The longer they let it trail, the more GATORS
55
show up.
56 A quortle explorer finds herself accosted by a group of MORBS , angry that their dirt naps were disturbed.

A goblin SKEETER wrangler lost control of his swarm. The SKEETERS are terrorizing a local ORCH village and he needs help to
57
lure them back unharmed.
A grumpy CURDLE SNAIL blames the PCs for tramping over its den and collapsing it. The snail demands Gold Coins to eat as
58
recompense.
The nameless GHOST of a lost traveler asks the PCs to lead it back to Bogtown. If they refuse, the GHOST becomes angry and
59
lashes out.
60 A KOBOLD riding an INKPOT SPIDER challenges a PC to a duel. What's at stake? The hand in marriage of a PC's Ally.

A MANTICORE feeding on the carcass of a CLUNCH DRAGON looks up from its meal contemplating whether or not to trouble
61
itself with the PCs.
A group of wary MUSHRUMS demand to know what the PCs are doing in these parts. The Mushrum King of Quagmash has
62
decreed that no travelers shall have free passage.
A child wails from somewhere nearby. Upon investigation, the sound is actually coming from a murder of SCARE CROWS luring
63
in folk to prey on.
A massive THOAD emerges from the water and demands tribute, “For I am god-king of the swamp and you are but pitiful
64
subjects.”
65 A DRACOPILLAR blows a gout of flame at the rear PC as they pass below its nest at the top of a tree.

A GELPIE sitting on a mossy rock beckons the PCs to rest awhile and take a load off. They have many items that will aid any
66
quest, but don’t want the PCs to leave. Ever.
A horde of SKELETONS walk out of a tar pit without looking at the PCs. They have just been summoned by a nearby SORCERER
67
called Cora of the Red Hills, an agent of the Gloom King.
A MANDRA named Spindler is hunting Wubbabubba, the biggest HIPPOGRUFF known in Quagmash. “Either get lost or make
68
yourself useful!”
QUAGMASH

A FLINDERKIN hermit is terribly worried about a sickened BEAMKIN whose branches he lives in. They need a cure only found in
69
Orchmire.
A WEORG trapped in a DWEORG beast trap begs for help. The WEORG is untrustworthy, but will begrudgingly thank the PCs
70
for their help.
71 A Big Fame Hunter booby trap goes off. Nimbleness Check to avoid an electric net trap that inflicts 1d10 Dread.

72 The PCs stumble into a patch of grass with dozens of sleeping TROGGLES . Waking them up would be bad.

39
1d2 dangerous encounters
73 Smugglers are trapping MOOSHWIMBLES and stuffing them into sacks.

74 Gator Zoo is open for its first day of business! The over eager founder wants the PCs to take the first tour.

75 A boggart woodsman lost his DOGGART in a muddy ruin filled with dangers (a Random Dungeon).

A bunch of DOODS are ruining the ecosystem around a small ORCH farming community. The farmers can’t seem to get rid of
76
them and ask for help.
A BEAMKIN stricken with a dangerous fungus that gives it explosive sneezes begs for help. The ailment can only be cured by
77
Ola Deech in Mushmash.
78 A mushrum family's cabin is sinking into the mud and they need help to save it.

A WEREWOLF needs help. They found a treasure, but it is guarded by silver traps. They offer to kindly let the PCs live, if they
79
disarm all the traps and retrieve the Old Hoard for them.
A private detective covered in mud surprises the PCs and explains they are investigating a rumor that one of them is a
80
burglar. The detective was (unknowingly) hired by that PCs Rival, out of revenge.
81 A glowing GLOOG emerges from the swamp, leaving a trail of glowing material behind it that leads to The Spill.

82 A KOBOLD blacksmith runs from a cursed sword that wants revenge on its maker, namely him. The sword fights as a WARRIOR .

83 A pregnant ISHWICK is about to give birth and could use help. However, ISHWICKS give birth 30 feet in the air.

84 A gnome with a terrible flu asks that the PCs fetch medicine from Orch Sty.

85 A strange, green rain cloud follows the PCs for 2 days, inflicting -1 to Travel checks.

A wounded FELMOG KNIGHT requests aid as they are too weak to escape the swamp alone. Travel Checks suffer Disadvantage
86
while with the knight.
87 One of the PCs sees their Ally running through the swamp. But it is, in fact, a mischievous FAERIE .

88 TROGGLES have been run out of their cave by a SLAGMUNCHER and terrorize the PCs to let out some frustration.

89 The PCs stumble into a field of FUNGHOULS who only reveal themselves once the PCs are surrounded.

A gelatinous goo is hopelessly in love with a MUNG , a rare event since the two peoples are frequently enemies. They fled
90
together to the swamp but want help tricking their pursuers (their disapproving parents).
Yellow pollen like snowflakes drift from huge, unidentified flowers. The pollen has different effects on everyone. Roll 1d12.
91
1–2: suffer 1d10 Dread, 3–5: become Tired, 6–8: -1 Inspire and Charm for the session, 9+: No effect.
92 The PCs inadvertently disturb a nest of WYVERNS .

A BEEVIL and BEAMKIN negotiate a treaty. The conversation is heated, as neither can agree upon their borders. Specifically,
93
the BEAMKIN has no understanding of borders.
94 A derelict boat filled with skeletal corpses in Felmog garb has been converted into a GIANT INKPOT SPIDER den.

A group of circus performers, lost on their way to Scalawag Strand, try to get the burliest looking PC to be their new "strong
95
person."
96 A narrow path leads to two ORCH children hiding in a tree from a CHIMERA .
QUAGMASH

97 Bayou bugbears believe the PCs have offended Mighty Mondo the RIVERSAUR by trespassing too close to its pool.

There are so many bugs buzzing around the PCs that they suffer -1 Perception and Search until the end of the session or
98
until they leave the Quagmash.
99 A bunch of PLYXIAN PILE WORMS ooze out of a GATOR skeleton and lurch towards the PCs.

100 After a PC unknowingly tramples a rare flower, SHRUBLINGS spring an ambush due to the misdeed.

40
Discoveries
1d2 discoveries
1 Izzik, a KOBOLD secret-monger, offers to trade rumors with the PCs.

The PC’s leg brushes against a treasure chest while wading through muck. Wiping away the slop, these words are carved into
2
the wood: "You open, you die." Inside the chest is an Old Hoard and among the treasure is a set of artisanal polyhedral dice.

3 An abandoned camp full of supplies, including 6 instant carrot soup cups (Quality Rations).

A boggle trapped in a cage begs to be released before his ORCH captor returns. Apparently the boggle stole and hid some
4
precious herbs and plants (2d4 random Herb Components) that he’s willing to share.
An old woman kneeling next to a skeleton asks for help to find her a GHOST SPEECH POTION so she can say goodbye to her lost
5
companion. As a reward, she grants the PCs an Old Hoard.
The PCs find hoofprints with flowers growing in them. These are UNICORN tracks and the flowers that grow from them are
6
said to have healing properties.
A MUSHRUM named Zona'imbok introduces themself. They’ve never met outsiders and would like to observe the PCs, with
7
their permission, of course.
A boggart GHOST dressed in chainmail sits on an overturned skiff drinking from a ghostly flagon. He offers a swig from the
8
flagon to the PCs. Those that drink replenish 1d4 Courage.
The PCs find a bogril blacksmith with a forge and anvil finishing up a Magnificent sword. He can craft any Magnificent item
9
(though the trait will be random) or he can sharpen and polish a weapon, which grants +1 Dread during the next Combat.
The PCs stumble upon a cowardly ORCH that was intending to spring a trap on them, but couldn’t bring himself to do it.
10
Instead, he begs for his life and offers his gator jerky (Normal Rations).
A bogril Puddlejumper named Pog Wollow just hit the jackpot. They discovered a brand new flower, now aptly named the
11
Pogwollow. If brewed into tea, it staves off poison for a session. He offers it to the PCs free of charge!
The skeleton of a kobold is crouched over a scroll while holding a pouch with a tangle of weeds and a slimy tongue in it. The
12
scroll reads: "Cursebreaker Potion— MOPPET SPIDER EYE, WITCHWEED."

13 There is an old dock that looks to be abandoned but has a fully functional skiff.

An ETTIN sitting on a muddy log practices playing a lute. They’re shy though, and stop playing if the PCs make themselves
14
known. They don’t play for anyone for fear of being made fun of, despite sounding pretty good!
A imp on a wagon waves the PCs down. Ryggles the imp is a merchant selling an amazing product for Gold Coins: a potato
15
sack that always has a potato in it each day. Don't ask how it works, an imp must always have their tricks.
A boggart explorer has discovered a long lost reliquary nearby. There are many artifacts that need to be hauled to safety in
16 Munch, and the nobility there will pay Ancient Coins for the safe return. The explorer sure could use an escort though, and
offers a share of the profits.
The ruins of an old camp look to still have some stockpiles of exploration equipment: a lantern, 50 feet of rope, and a few
17
pairs of waders.
The PCs find a GIANT stewing in a mud bath and grooming their mustache. They invite the PCs to join. Anyone who does
18
gains +1 Temporary Courage for the session.
The famous Tuba Kings took a wrong turn and have never been more lost in their lives. They’ll trade the naming rights for
QUAGMASH

19
their next tuba ballad if the PCs help them to the next town.
A target shooting competition has attracted archers from all over to win a pouch of Ancient Coins. Attack the target 3
20 times. The archer with the highest sum total wins. There are 3 other competitors. One is a FELMOG KNIGHT and has +2
Attack.
The PCs approach a thick grove of trees. At its center is a huge DRYAD, firmly planted in the earth. The creature is towering,
21 and its snoring sounds literally like sawing logs. Chipmunks scurry over its back as birds tweet from roosts in its antlers.
Camping at this site is safe and comfortable. Unless purposefully woken up, the DRYAD sleeps for a hundred years.

41
1d2 discoveries
Beegle the Enchanter, a boggle with a purple robe, wide-brimmed hat, and a magic wand, greets the PCs. In truth, Beegle
22 has no power outside of the wand, which bestows the ability to cast Repelling Hands, a spell that produces magic hands that
block: once every session, gain 2 Block against a chosen target or source of Dread for an entire Conflict.
A weathered UNICORN named Wandora trots towards the PCs. She is young, barely more than a pony, and looking quite
23 haggard. Wandora is being tested in the Quagmash to see if she is ready to become a warden in the Mucklands. She gallantly
offers to escort the PCs for a day and provide protection.
A hopelessly lost sputter-hairdresser offers to do everyone's hair in exchange for directions to Beezelburf, where they are
24
late for an important festival. Each hairdo grants a PC +1 Charm for the session.

A FAERIE is stuck in an INKPOT SPIDER web. She managed to turn the spider into a sandwich but can't get out of the web. If
25
aided, the sandwich—a hoagie that feeds 6—is all yours.

26 ORCHES have caught a ten foot fish and are so happy about it, they invite the PCs to join the feast.

A strange standing stone with unrecognizable marks is suddenly struck by lightning, knocking the PCs to the ground. The
27 stone, now glowing, emits a strange music. Touching the stone grants a vision of a serpent temple, with a huge SARGOG
coiled around the foot of an altar resting in a bed of treasure.
A huge, stuffed GATOR mounted on a tree, points toward the Swamp Market, a little known stopover where folk trade and
28
buy goods at a steep discount.

Fifty goblin halberdiers trek through the mud and muck, MERCENARIES for Krog & Sons Inc. A loose-lipped halberdier explains
29
that Sinkhole has a major SLURPWORM problem before the captain hushes him and bids the PCs good day.

30 The PCs stumble into a substantial patch of BOGFLOWERS . Each PC can collect 1d4 of them.

31 The PCs find a mud hole rife with BOG SQUID. Fishing Checks gain Advantage.

A hunting party of ORCHES have captured a poacher, a Big Fame Hunter called Milo. The hunter pleads with the PCs to help
him get free, explaining that the ORCHES will release him if he can pay the tax: a pouch of Silver Coins. Milo promises to repay
32
with 2 pouches of Silver if they meet him at Puddle Point. The ORCHES offer no objections, but are on guard for a double-
cross.
The bones of a huge RIVERSAUR peek from the mud and water like small mountains. The skull is almost large enough to walk
33
through and the teeth gleam in the sunlight.

The PCs find a floating tavern called The Gargling Gator, captained by a gnome named G. Spooner Hamperstamp. Spooner
34 hails the PCs and invites them in for a drink and a rest. The boat's headed the same direction anyway, so may as well travel in
comfort.
The PCs find an old stone marker with a star and flame etched into it. Lore Check: this was once a border marker for the long
35
lost Empire of Epoli.

A FINKFOLK called Newt wades through a dense stretch of swamp with a huge pack on her back. She requests help, as the
36 pack is filled with valuable books that can't get wet! Help her through and she grants Secrets of the Quagmash (+1 to Lore
Checks associated with the Quagmash).
A floating crate of Rations drifts by the PCs with an SPL logo stamped on all four sides. Each PC can roll 1d4 and salvage that
37
many Normal Rations.

A spectral light shimmers between the branches of a dark tree. Closer inspection reveals the GHOST of a woman dancing
38 around the tree. She requests a PC dance with her and, should someone agree, she takes their hand and the two dance,
QUAGMASH

floating in the air as if flying. When the dance ends, she disappears.
A blind bogril beggar, called Winky Steev, rattles a mug with coins in it. If the PCs offer some coins, the beggar smiles. At a
39
later date this beggar will help the PCs.

A boggle named Prickly Petro lives in an old, weeping willow. Petro suggests the PCs take another road to avoid any hazards
40
for the rest of the day and offers lizards on a stick if they are interested in a snack.
At first glance, the PCs spot what appears to be a tall flat monolith emerging from the swamp. Closer inspection reveals that
41
it's a twelve foot, rusty sword blade. The handle has eroded but the steel still stands.

42
1d2 discoveries
A DWEORG named Gaspar struggles to pull his WUNGALOPE pack animal out of a mud pit. The DWEORG is a potions peddler
42
and offers 1 random potion to anyone who helps him clear the mud.
A suit of discarded armor, entangled in vines and moss, bears a Star and Flame symbol on it. The armor is too far gone to
43
have any value, but close inspection reveals a map to a nearby Ancient Hoard etched inside the breastplate.

A boggart Puddlejumper called Elroy Waggins hails the PCs with a bit of news. They're just in time to witness the opening
of a lost ORCH tomb. The Puddlejumper is documenting the event with the aid of his companion, an ORCH archeologist
44
called Doctor Underbite. The Puddlejumpers expect to find the remains of Big Orch Bogo, the first to wrangle a GATOR in
Quagmash.
A boat drifts unattended in a small pond, disconnected from any waterway. Investigating the boat reveals a bag full of
45 letters. They look to be regular correspondence meant for the town of Sinkhole, but must have been lost. A reward of Gold
Coins will be paid on their delivery to Ezrack Leem.

46 Bugbear hunters roast a large SKEETER on a spit and invite the PCs to join them.

A flier reads: "Take a tab! Good for a free rascal cider at any establishment in Skiff. Sponsored by the Puddplejumper
47
Association of Swamp Explorers and Thrill Seekers."
The PCs find a basket of discarded toys, mostly wooden animals and tin boggart soldiers. They all look to be in good
48
condition.

A hammer bangs in the distance. A floating hammer builds a treehouse with no one else around, except for a crumpled
49 kobold’s skeleton at the base of the tree. This is Flabisham’s Magic Hammer: With the proper materials, it can construct
buildings autonomously, at a reasonable pace, but catching the hammer is a challenge.

50 A slick of viscous slime covers the path (1d4 MERGA TOAD SLIME).

51 There's a DEEP QUAG DEVIL wriggling in shallow swamp water (+1 Fishing Check to catch).

The PCs come across a DWEORG with an enchanted anvil. She introduces herself as The Witch-Smith, but cannot remember
her own proper name. She sells the following for 2 pouches of Ancient Coins each. The Curse-Breaker: +3 Dread against
52 witches, tommyknackers, and kobolds. 2 Charges. Use 1 Charge to break a curse. The Thunder Horn: 2 Charges. Use 1 charge
to summon a THUNDERHORN herd that all but decimates an area. Nigh Infinity Rope: 10 Charges. Use 1 charge to extend the
rope to any desired length for 1 hour. Otherwise it’s a normal 50’ rope.
The PCs find an impressive wooden fortress of towers, pointy palisades, and makeshift walls. What's more impressive is that
53 it seems to have been built by a single boggle: an old, bearded, and wild-eyed fellow who calls himself Master Moody, who is
obsessed with defending himself from everything. Moody hasn’t had visitors and is eager for company.
A stone fountain in the shape of a dragon's head with long tusks oozes yellow slime from its mouth into a stone bowl.
54 Wilderness Check: the slime is not natural, but rather a kind of mixture of different herbs and chemical additives. The slime
can be bottled into a Potion of Slimification: grants the ability to transform into slime (like a gelatinous goo) for 1 hour.
A FELMOG KNIGHT called Rork is returning to The Stone after a failed mission to discover a lost tower. Rork feels betrayed
55 by the Big Fame Hunter that sold him a false map and offers the map to the PCs for free. He's just glad to be rid of it.
Perception Check: the map has a hidden code that shows the true location of Quagspire.
A shrym engineer named Willard navigates a dense swamp with a sputter-powered skiff. Willard is on his way to the
56
Scalawag Strand to sell his wares: crates of smoke bombs. Willard will happily sell a few to the PCs for Silver Coins.

A funeral procession of ORCHES hum a tune while carrying tattered banners as they march through the mud. One of the
57 ORCHES sniffs and puts their arm around a PC as if to console them and let them know it'll all be okay, assuming they know
QUAGMASH

who the orch hero was.


A KOBOLD fortune teller named Madam Madina leaps from a tree shaking a crystal ball and offers to sell the PCs their
58
fortunes. For 1 pouch of Copper Coins, she provides insight into a PC's Personal Quest.

A structure made of gator bones rests in the center of a small pond. Within the structure is a table with a pestle, a stone
bowl, a jar of blue liquid, and a half-burned book: Red’s Book of Deadly Poisons. The pages are mostly destroyed, but one
59
page is partially legible. Its title section reads: Blue’s Cure All: Mix DOOHAGENBERRY with BLINKING CAVE INCHER ICHOR to make
a potion that cures critter poison.

43
1d2 discoveries
60 The muddy path emerges into a lush, colorful glen. Herbs and plants grow abundantly (1d4 random Herb Components).

A GATOR has its tail stuck in a Big Fame Hunter’s bear trap. It looks depressed and defeated. If aided, the GATOR gets
61
chummy with the PCs and travels with them for the remainder of the session, warding off critters.
A DRATCH forage named Roody emerges from the bush, asking if the PCs have seen any WURLWOOD seedlings. Roody is a
62 Green Gallivanter and heard a rumor that she might find some seedlings in Quagmash. She offers 1 pouch of Gold Coins for
some.

63 A bogril pilgrim of Ogo chants a delightfully soothing song as he paddles a boat through a stretch of deep water.

64 Old Lady Mumford, a wise, happy old quortle invites the PCs to join her at her fishing hole.

A muddy crate floats in the water with the name Unassailable Co. stamped on the side of it in red paint. Inside is a
65 prototype door trap. If placed on a door knob, the metal heats on the opposite side, inflicting 1d10 Dread to anyone that
touches the knob.
Swamp gas hangs low on the horizon, swirling and glowing green and blue. The smell is sour, but the color of the path is
66
beautiful enough for a painting.
Two ORCHES arm wrestle. Neither seem able to best the other, so they challenge the PCs to compete, best out of three
67 wins. If a PC wins, they receive a Tough Arm Big Winner Trophy made of crudely cut wood. Outside of Quagmash no one will
know what it means, but any locals, especially ORCHES are usually impressed.
The PCs find a tree house alight with activity. A gnome named C. Cecil Moonwishy invites them to a homemade dinner and
68
is happy to provide medical attention and advice.
A boggle uses a push broom to brush a RIVERSAUR'S teeth. They tip their hat and the RIVERSAUR winks. The boggle’s name is
69
Mouse and the RIVERSAUR , Big Willy, is his best friend.
A bedraggled welkin mail carrier has a letter addressed to a PC from an Ally that has helpful information about their Personal
70
Quest.

71 A whalen plays an accordion to a group of ORCH children who giggle and clap their approval.

72 A hole suddenly opens up and a dungeoneer with a shovel peaks their head up. "Have I made it to River Country?"

A gelatinous goo with a paintbrush and easel paints another gelatinous goo's portrait using a placid pond with BOGFLOWERS
73
floating in it as the backdrop.
A group of MERGA TOADS burp rhythmically, coordinating different tones like a choir. A Bard may learn the Merga Toad Tuba
74
Burp, which swamp folk find soothing.

75 A wug Puddlejumper grills a delicious, giant swamp carrot and waves over the PCs to share.

An old MANDRA sits on a tree limb grinning a toothless grin. They rattle a staff adorned with jingling charms and offer to
76
trade a BOON for a story.
OWLIGATORS bellow gently in their sleep as they roost in the trees above. They are harmless and keep unwanted creepers
77
away for 1 day.

78 A rusty cannon lodged in the mud is beyond repair, but a small horn of blasting powder looks miraculously dry and usable.

A MUSHRUM blacksmith has partnered with a DRACOPILLAR to heat their furnace. The mushrum makes Magnificent helmets
QUAGMASH

79
and sells them.

80 Two MUSHRUMS in a boat offer rides to anywhere in Quagmash. They don’t mind going out of their way!

A friendly RIVER GOBLIN gives a PC a gift: a Magic spoon, called Stone Spooner, that can dig through stone. They are so struck
81
by the PCs’ charm that they just couldn't resist approaching.
BEAMKIN ,trees with gnarled faces begin speaking. They beg the PCs to tell them all the news that they’ve missed after
82
napping for a hundred years.

44
1d2 discoveries
A goblin in a jester's hat sits on a stone wall. "A penny for your thoughts?" He gives Copper Coins to the PC with the most
83
profound response.

A carnival tent sits in the middle of the swamp. Inside, a crowd of folks cheer for the death defying acrobatics and feats of a
84
boggart named the Great Muldoonie.

An encyclopedia salesman took a wrong turn out of Sinkhole. “You look like the perfect folks to purchase a complete set of
Snorgus Borghime's Encyclopedia of the World,” a massive set that takes up 6 slots and costs Gold Coins. With ample time to
85
consult the books, gain Advantage on the next Lore Check; but, on a 5-, the information is wildly wrong and makes the PC
look foolish.

The PCs find tons of ropy vines that would make for good strong rope. Spending some time to craft it yields 2 lengths of 50’
86
rope.

A traveling bogril junkmonger specializes in selling tools. They have every Mundane tool available for purchase for Copper
87
Coins. Trades accepted.

A huge, mossy statue of a frog sits in the muck. Lore Check: This is a shrine to Ogo the frog god, said to have written the
88 history of the world on lilypads. Next to the statue is a soggy book, but still legible. This is the Book of Broad Leaves, which
Ogo pilgrims carry on pilgrimages.

A village of MANDRA offers shelter and food. They consider it only right to help those who are lost in the deadly swamps.
89
Especially outsiders.

A DOGGART covered in mud clambers out of the bog. They scramble over, tongue wagging, and jump against the nearest PC’s
90
legs, soiling their clothes. They follow for as long as they choose or until they are mistreated.

91 Up high in the trees are a series of rope bridges creating a walkway above the swamp. A FLINDERKIN village!

Folk gather around a massive tree. Some place BOGFLOWERS at its base ceremoniously. The tree is old and weathered, and
92 possibly dead. The people claim that the fabled city of Bogsreach once stood here, and this tree held the secret of the
Bogsheart.
A BEAMKIN beckons the PCs to sit around and listen to the tales of Old Creakeye. They tell a story about the first days of
93 Eem when the stars fell to the earth and the first sparks of magic lit within the trees and plants, and the FAERIE folk were
born. After he’s finished, Old Creakeye asks for stories from the PCs!

A friendly ORCH wishes to trade for clothing and textiles. She seems enamored by the PC with the most colorful patterns.
94
She has any Herb or Beast Component from the Quagmash for trade.

95 A bucket of three helpings of MERGA TOAD SLIME sits on a rotten log.

Within an old sideways entrance to a barrow mound is a stone slab that reads: “Here lies Tum Ironshod, Keeper of
96 Quagbridge.” Lore Check: Quagbridge was a TROLL city in the Quagmash hundreds of years ago and has since been lost in
the mud.

97 The roots of a huge swamp tree make a perfect little camping spot, free from the eyes of any wandering intruders.

A gnome strokes the dripping head of a GATOR sticking its head out of the water. She seems to have completely tamed the
QUAGMASH

98
critter.

A crowd gathers around a pool where a boggart rides a BRAYING SABERFISH like a bull as it bucks wildly and throws him to the
99 ground. Whoever lasts the longest wins a pouch of Gold Coins. The current record is 6 seconds! Athletics Check: 6+ equals 1
second.
Passing over a moss-covered bridge, an apologetic TROLL informs the PCs that according to the code of the Toll Tellers, this
100 bridge has recently over-taxed travelers and is now giving out Copper Coins to travelers to make up for it. The party gets a
pouch of Copper!

45
river
CHAPTER 4

 

 country


QUAGMASH

46
Perilous Encounters
1d2 perilous encounters
A RIVERSAUR attacks as the PCs cross a narrow river. Worse, the riverbed mud is deeper than expected (-1 Attack and
1–2
Movement Checks for the Combat).
3–4 A frustrated HYDREEL struggles to free itself from having its necks knotted together.

Masked BANDITS escape a heist and collide with the PCs, spilling a pile of silver. The River Watch can be heard shouting
5–6
and blowing their whistles not far behind.
7–8 A 25-foot HUMONGOOSE floats down the river, eyeing the shore mistrustfully, as if expecting to be ambushed.

River Watch GUARDS appear to be shaking down bugbear smugglers. They are secretly paying the smugglers for their
9–10
goods and attack the PCs when noticed. No witnesses.
A boggart BOUNTY HUNTER by the name of Ulo the Mancatcher has tracked down one of the PCs for a past misdeed.
11–12
Ulo waits for them along with a group of MERCENARY goons.
13–14 As they are crossing a river, the PCs are caught in the middle of some rip roaring rapids.

The PCs find a peaceful crick, teeming with fish and floating fireflies. Suddenly, the famous riverboat casino, The
15–16
Waterlogger, hurtles toward the PCs out of control. The crew panics and gamblers leap over the side to escape.
17–18 The lead PC steps into a sinkhole and is immediately surrounded by SLURPWORMS .

A crate of Nork's Noodles floats in the river. What luck! Unfortunately, the crate is actually filled with ravenous,
19–20
PLYXIAN PILE WORMS .

A scholarly quortle has lost all of his papers in a rushing river and is scrambling to snatch them all up. Moments later,
21–22
SARPATHI REAVERS emerge from the wilderness to steal the papers, which are in fact magical scroll fragments.

Looks like someone's in the river alongside the PCs’ craft. Actually, it's a boggart gambler who’s gone overboard! She
23–24
will drown without help and, worse yet, there’s a RYZOPHANT in the water.
The PCs find a River Watch boat. The only GUARD is a wug with a boggle who is tied to the end of his fishing pole,
25–26 dangling over a dark patch of bubbling water. The wug is going to feed the boggle to a RIVERSAUR if they don't share the
location of stolen goods.
Monsoon weather causes massive flooding in River Country! A small child thrashes in the water, screaming as she's
27–28
carried away while her parents helplessly look on from atop the roof of their hut.
The PCs stumble directly into a naval battle just kicking off between two river barons. A volley of spears, burning
29–30
arrows, and cannon fire roar over the PCs threatening to hit them.
Two constables of the River Watch fend off a gang of Tricky Toe BANDITS .The constables bid the PCs to get away while
31–32
they can, but they are certain to be overrun without aid.
The water level in this part of River Country should be pretty high this time of year, but the boat scrapes against the
33–34
bottom. Worse yet, looks like the river's gone totally dry up ahead. Belch! A GIANT is drinking the river just upstream.
A freshly dead body floats down the river with arrows in its back. The BANDIT assassin is not far away, hiding in the
35–36
reeds on the riverbank, waiting to attack.
RIVER COUNTRY
The water nearby is both boiling and fetid, emitting a toxic gas. Thank Subterranean Pits and Lairs LLC for another
37–38
Underlands industrial accident. MUTANTS shamble from the wreckage and surround the PCs.
The PCs interrupt smugglers selling an ornate wooden box to some FELMOG KNIGHTS . The knights assume the PCs are
39–40
Rascals of Rascalton and attack. Inside the box is a random Relic stolen from Bubbletop.
41–42 The PCs wander into a CRAWLBAD nest. This one is home to Big Red, a CRAWLBAD known for devouring fishermen.

An attractive human strikes up a flirty conversation with a PC. After several minutes, an intimidating boggart strides up
43–44
next to the human and grabs the PC by the collar. Turns out they’re married.
The PCs discover a river with a GELPIE slouched over a rock, plucking a golden harp. They offer wondrous gifts if the PCs
45–46
stay the night.

47
1d2 perilous encounters
The lead PC reaches for a vine to steady themselves, but it turns out to be a sleeping SARVANG . In fact, all the vines are
47–48
SARVANGS !

49–50 A rusty sword is stuck in a tree. Touching it releases a guardian GHOST protecting the now ancient weapon from thieves.
A SCUMSEER rests in a pool reading a waterlogged book. They warn the PCs not to come any closer, or else the book
51–52 will take hold of them. Mettle Check: On a 5-, the PC(s) are compelled to take the book, which the SCUMSEER fights to
keep. The book is called Corvan’s Black Sorcery and reading from it applies either a random CURSE or a random BOON .
53–54 A large vessel emerges from the mist. But actually, it turns out to be a HUMONGOOSE !
The shadow of a SKROKWING darkens the sky over the PCs before diving to snatch a random PC and take them back to
55–56
its nest in the Giantstep Mountains.
57–58 An OGRE waits by the river. "Ah, you've made it for lunch!" Then suggests the PCs make it easy and just get into the pot.
59–60 A CHIMERA has made a nest out of a crashed hot air balloon with the pilot still trapped inside!
SARPATHI REAVERS are binding MERGA TOADS in chains, apparently training them for war. If they spot the PCs, they
61–62
attack.
Yowljack Muckrunner GANGSTERS ambush the PCs. They are looking specifically for Magic items. Whether the PCs have
63–64
any or not, the Muckrunners want what they have.
The moon glows sickly green over water and there’s a chill in the air. A WEREWOLF hunts in the night, famished after
65–66
trekking over the northern mountains.
67–68 MERCENARIES search for a sinking tower and think the PCs are trying to worm in on their prize.
69–70 The PCs tread over a bed of mushrooms that happen to be the backs of sleeping SPONGOSAURS .
71–72 The water is black, choppy, and full of MERGA TOADS , making the PCs’ craft tilt and roll.
73–74 A random PC accidentally steps on a SKEETER nest, angering a blood thirsty swarm.
A BEEVIL tyrant needs players for their "game" of arena combat versus local critters. They won't take no for an answer.
75–76
In fact, they are holding the PCs hostage with a catapult affixed to the back of their boat.
A wooden cage floating on the river has a vicious CACKLETRICE inside it. The cage washes up to the PCs and the
77–78
CACKLETRICE venomously gazes at the PCs before trying to make them laugh to death!

The PCs disturb Knobby the Grumpus, the loneliest THOAD in River Country, and he hates visitors with a ferocious
79–80
passion.
A local dam built by Krog & Sons Inc. suddenly collapses, flooding the area and washing over the PCs (carried to a
81–82
random location within two Hexes).
83–84 An old wreck is haunted by the GHOST of a River Baron who attempts to force the PCs to be his servants.
85–86 A wounded TERRORSAUR , riddled with arrows, rages in a muddy pit as the PCs approach.
A small group of RIVER GOBLINS rummage through the wreck of a fishing boat. They are tearing the thing apart until the
87–88
PCs arrive. One with a pipe in its mouth points to the PCs and says: "Take their stuff too!"
River Baron Alrad Fane's ship, the White Wisp, emerges from the fog resplendently. Baron Fane demands the PCs give
89–90
up their riches as a tax for entering his domain.
The bones of Big Fame Hunters litter the shore, where a RIVERSAUR called Blood Scale is currently picking the skeletons
91–92
clean.
RIVER COUNTRY

A diary floats within reach. It details the story of an unnamed explorer searching for a mystical waterfall that grants
eternal life. The last line reads: "Today, I've found it. The Falls of Fora." Indeed, a resplendent waterfall appears nearby.
93–94
All those who touch the water must make a Vitality Check: On a 5-, they are CURSED and transform into spirits,
completely incorporeal until they find a cure.
The water teems with circling BRAYING SABREFISH who have already worked themselves into a frenzy over a gator
95–96
carcass.
97–98 A malevolent WISP lures the PCs into a deep lake where other unfortunate victims have met their demise.

A PHANTASM lurks around a ring of ruins. It shifts between the form of an old woman and a masked warrior. It maintains
99–100
that it is the guardian of the River Kingdom of Rathar and the PCs have trespassed into the Queen's throne room.

48
Dangerous Encounters
1d2 dangerous encounters
A river PIRATE , soaked to the bone, hoists a bag of loot into the trees. Caught off guard by the PCs’ presence, he tries to
1 convince them that he’s only drying his clothes. If the PCs take or split the treasure in any way, a bounty is placed on their
heads by Baron Lankershiv in Capstan.
A large gnarled tree stands in a pool of clear water with dozens of swords hanging from its branches. The tree is possessed
2
by a GHOST and guards a rare wurlwood tree seed.
3 A Two gators battle over the carcass of an enormous fish.

A BEEVIL knight-errant, called Orin, is on a quest to find a goblin in Krogland named Ferganand and stop them from
4
producing a powerful pesticide sickening his people (who are a colony of average termites).
Fish leap out of the water and right into the PCs’ arms. It's incredible! So incredible, that they fail to notice the pair of
5
LEECHLINGS scrambling up the bank to claim them for their lunch.

A fiery-haired boggart herbalist sells herbs from her tiny skiff. She has baskets of odd looking plants, none seem very familiar.
6 But hey, she's offering free samples! The plants are actually fragments of SHRUBLINGS , who accost the PCs the next time they
camp.
Bells jingle in the fog. Mettle Check: On a 5-, a PC is compelled to follow the sound as if in a trance, and they lose a random
7
pouch of Coins to FAERIES .
A toothless bogril sells RIVERSAUR hide and GATOR teeth to a crowd of river riffraff. The bogril spots the PCs and is convinced
8 that they're the ones that bagged One-Eyed Billy, a legendary RIVERSAUR that supposedly ate the first River Baron. “Play
along, the crowd gets restless without a good story.”
One of the PCs spots a wanted poster of themselves nailed to a tree covered in local bulletins. "Wanted for theft of the
9 Rascalton Key to the City by order of the Capstan River Watch." There is something scribbled in the corner too; it reads,
"Yeah, they stole it for sure!" and is signed “P. H.”
10 The next rest is impossible with fighting OWLIGATORS making so much noise all night.
A pair of River Watch constables shake down a Nackadonkee tubesteak vendor for a piece of the action. The vendor, a
11
boggle with broken spectacles, pleads that business is bad and he can’t pay.
12 A KOBOLD relocating a hive of CAIRN STINGERS trips and falls, sending the hive tumbling. The angry insects attack everyone.
The way is blocked by a white water rapid. Finding a safe place to cross would take a full day—otherwise strap in for a wild
13
ride.
A TROLL with a basket the size of a bathtub collects clams by the river. He offers a pouch of Copper Coins if the PCs can find
14
three clams. However, the troll is actually catching BANDY CLAMS .
The PCs find a running river that glitters with gold specks in it, and smashed gold-panning equipment is strewn about.
15
Looking for gold provokes an ornery BLEMMY who tries to chase off the PCs.
A fisherman and his daughter have capsized their boat in a whirlpool. Without it they won't be able to fish and feed
16
themselves, so they beg the PCs to save it.
A band of river PIRATES celebrate a huge haul. They're none-too pleased the PCs ruined their revelries, calling them River
17
Watch spies.
RIVER COUNTRY

On a riverboat, a detective of the River Watch enlists the PCs aid in solving a crime just committed. The detective needs
18 everyone to play the role of a different passenger aboard the boat; a clown, a countess, a dentist, a gambler, and a gangster,
in order to tease out the truth of who stole a prize winning fish.
The PCs find a shortcut, complete with an empty boat, that will speed up travel (+1 Hex). However, it heads through white
19
water rapids and a RIVERSAUR pool.
An actress from Junktown is on the run from loan shark SHARKUNI , and she's hoping the PCs can escort her to the next town
20
and pretend she’s with them to avoid recognition.
A friendly riverboat game of Huzzah turns into an intense winner-takes-all with a freewheeling gambler named Gunnin’
21
Hoop Muckdoogle.

49
1d2 dangerous encounters
A lone traveler in a wide brimmed hat and poncho asks if he can travel with the PCs. His name is Lucky Deemis, and he's
22 looking to make a living in the dungeon business. Unknown to the PCs, Deemis is a spy investigating them for a random PC’s
Rival.
A TROLL named Klem stands in shallow water trying to empty the river one bucket at a time. Apparently, the bridge he lives
23
under flooded last night, and he's got a toll quota to keep.
A team of boggle privateers are sailing what looks like a gigantic bar of soap through the river. The suds in their wake are
24
building up almost twenty feet into the air and headed straight towards the PCs!
A shrym engineer dangles 100 feet up from the edge of a drawbridge that's gotten stuck in the air. He looks like he can
25
barely hang on!
A FELMOG KNIGHT sits by the shore polishing his black armor. He eyes the PCs menacingly as he spits and shines. The knight
26
dislikes small talk and loathes jokes.
A camp filled with grumpy boggarts and bogrils playing dice. It's Silver Coins to buy in, but there's room for a few more
27
players.
A goblin trader sells GATOR skins all the way from the heart of Quagmash. He lets slip that the prices are a steal, mostly
28
because he stole them from some Big Fame Hunters that may or may not be on his trail.
The PCs find a lost grove full of rotten trees. They're beautiful in their own way, but would be a lot less unnerving if they
29
weren't filled with sleeping MUCKLAND BATS .
There's a grassy island up ahead covered with apple trees. Suddenly, the lead PC gets clocked by an apple right between the
30
eyes! A pair of PIXIES launch more apples at the PCs, shouting to leave them alone.
The PCs arrive at a wide lake with a ferry. No matter what they say, the ferryman demands payment of Gold Coins upfront
31
to cross. His ferry is the only craft allowed in the lake. “Don't like it? Take it up with River Watch.”
32 The next campsite that the PCs choose floods during the night, bringing a group of MERGA TOADS into camp.
An old tree casts shade over the river. The tree is filled with gibbets that contain skeletons. A sign reads: "Here hangs a gang
33 of stealers, wheelers, and dealers. Don't cheat or else!" One skeleton is holding a pack of foil Huzzah cards. Take them and it
sets off a gibbet trap that ensnares the PCs.
A GIANT prospector pans for gold at the base of a majestic mountain. They are startled by the PCs, who they assume are
34
pickpockets.
A Druid of Quort, living in a shanty on the back of a tamed CLUNCH DRAGON , needs help avoiding the River Watch. He may
35
have set one of their outposts on fire.
The bogril tradepost Chump’s Change has up and walked away, literally. It was built on the back of a thirty foot CRAWLBAD
36 that Chump thought was dead. But the critter seems to be very alive and migrating to waters around Capstan. Chump
requests assistance in turning the CRAWLBAD around, because Chump is wanted in Capstan.
37 River Watch GUARDS pull the PCs aside to inspect their belongings. They seem to be fishing for a bribe.
As the PCs attempt to ford a small river, one of their belongings washes down the river. It can certainly be retrieved, but
38
there are territorial RINDLE RAMS in the way.
The PCs find a ferry across a rough patch of river. While on it, three THIEVES discuss a River Barony heist taking place at
39
midnight tonight. They become aggressive when they realize the PCs have overheard.
A huge GATOR devours the kite of a young goblin kid at the river’s edge. The kid is tangled in the string and being pulled into
40
the critter’s mouth!
RIVER COUNTRY

41 Two bogril fishmongers try to outsell each other until they come to blows over a 70% discount.
A shrym riverboat captain’s vessel is hung up on some roots. The shrym can’t swim and asks the PCs to dive down and cut
42
him free. Only issue is that a SCUMSEER lurks in the root system.
Commandant Heb Bimbobble is looking for recruits to join the River Watch. So much so that he deputizes the PCs on the
43
spot and tells them to go arrest Mad Dog Doogen, a murderous BANDIT holed up nearby.
44 River BANDITS are robbing a ferry as a pair of cowardly River Watch GUARDS do nothing.

45 A group of HIPPOGRUFFS capsize a neighboring boat as the PCs float down a riverway.

50
1d2 dangerous encounters
While on a polluted stretch of river, the PCs’ vessel hits a rock and causes a leak of fetid water. Even if stopped before the
46
ship sinks, the horrible water sticks to everything, inflicting -1 to all social Checks for the session.
The River Watch reroutes the PCs’ vessel, sending them in the wrong direction. If they want to get to their destination on
47 time, they'll have to journey over land through a place called Quicksand Pass (filled with SINKWORMS) or else lose a whole
day.
48 An ornery CRAWLBAD emerges from the muddy sands and snaps its claws.

49 An eddy pulls the PCs off course into a fetid, polluted swamp, stranding them. That's when the MUCKMEN reveal themselves.
While sailing on a barge, a PC somehow accidentally offends a whalen pilgrim. If not defused, the conversation gets worse,
50
and the whalen moves to toss the PC off the barge.
51 As the PCs cross a precarious wooden walkway with missing floorboards, a school of BARBECUDAS wait for anyone to slip up.

52 A BUBBLEGOOSE has taken over a riverway and prevented the local folk from harvesting their riverweed crops.

53 A MANDRA'S raft is stuck in the mud as a GATOR approaches from the reeds.
A quortle family’s baby has fallen ill and they can't risk traveling any further. But they must find DRAGON LILY herbs—it's the
54
only thing that can save their child.
A CRAWLBAD pinches a random PC's coin pouch, and all of the coins sink to the bottom of a stream where more CRAWLBADS
55
lurk.
56 A hunter shoots a rare ROODO BIRD with an arrow only to be attacked relentlessly by the rest of the flock.

57 As the PCs cross a river, a school of BRAYING SABREFISH dart toward them in pursuit of another fish.

58 A HIPPOGRUFF wanders near the PCs as they stop for a rest and begins ominously chowing down on their Rations.

59 A school of RINDLE RAMS bust a hole in the PCs vessel as they cross a rushing river.
Two BEEVILS launch an insect war against each other, and the PCs are caught in the middle of it when each demands they
60
join their side.
FINFOLK corner a wounded CHIMERA for poaching their CRAWLBAD cages. The CHIMERA claims they are starving because a clan
61
of HARPIES cast them out of their cave.
62 A DWERF appears behind a PC at the tail end of the group and mimics their every move.

63 A stubborn THOAD blocks the river, causing a massive traffic jam.

64 An overeager RIVER GOBLIN tries to befriend a PC through unsolicited roughhousing and horseplay.
Local WEELOKS have dammed the river with overgrown tree roots because companies are polluting the waterways. Now the
65
River Watch is involved, and they threaten to wipe out the entire WEELOK population if they don’t take it down.
66 A SPITHRA and a wug argue over who gets to pan for gold. The two are about to come to blows.

67 A rascal tries to hire the PCs to drive out a KOOGRA that is holed up in a cave, in return for a share of the Old Hoard within.

68 A school of LIGHTNING EELS swim up to the PCs and attempt to zap them.
A team of SHARKUNI attack the PCs. If defeated, they confess they were hired by a River Baron who wants revenge (but
69
maybe it's a case of mistaken identity).
RIVER COUNTRY
YOWLJACK river raiders have taken the passengers of a passing boat hostage. They demand the River Watch free their jailed
70
comrades.
A horde of MERGA TOADS have soiled and polluted the water. A local peasant pleads for help in driving the toads away as the
71
stench is ruining his family’s life.
72 An ORCH hunting party gives the PCs wrong directions and uses them as bait to draw out a rare river TERRORPIN .

73 Illegal loggers don't want to get caught by River Watch so they decide to silence the PCs.
A Dungeoneer Magazine journalist named Hedge Barnum is looking for a scoop. Hedge follows the PCs and keeps pushing
74
them to take on risks.

51
1d2 dangerous encounters
A quortle fisherman is after Old Snappy and needs help reeling her in. Turns out, Old Snappy is a ten foot BRAYING
75
SABREFISH .

A River Baron is on the hunt for a huge THOAD called Woog for his collection. The River Baron is a jerk and treats everyone
76
around him with contempt, but pays well.
77 A bunch of kids are going “crawlbadding” which is extremely dangerous, but they beg the PCs not to tell their parents.
A goblin fashion designer needs models for a show that's set to go on any second. The fashion designer is nervous because
78
the audience are a bunch of river PIRATES and brutes.
A REEF NYAD is lost in River Country, having been washed up stream from the ocean during a storm. They ask for guidance
79
back to Scalawag Strand in exchange for a pouch of Ancient Coins, but wish to be treated like royalty.
80 Goblin conservationists accidentally disturbed a nest of BRAMBLEBEES while tagging RIVERSAURS .
The PCs find an old hovel with a bickering ORCH couple inside. Just then, a horde of GATORS approaches from behind, but
81
the old ORCHES are hesitant to let the PCs inside.
Bogril bank robbers are on the run from BOUNTY HUNTERS and attempt to frame the PCs by squirreling a pouch of Ancient
82
Coins into their belongings.
A GHOST rises from a wrecked boat and asks if the PCs are friends or foes. If friends, the GHOST asks to be removed from the
83
wrecked boat and put to rest. If foes, it attacks.
NABBER RATS accidentally stole a CURSED hat that transforms one of their group into a monstrous rat-WEREWOLF creature at
84
night. They beg the PCs to help him before he hurts someone.
85 A fisherman celebrates an enormous catch, but doesn't realize that the catch isn't just a giant clam, it's a BANDY CLAM !

86 The PCs spot some Rascals of Rascalton sneaking onto a barge to free a friend captured by River Barons.
A criminal chain gang splits stones while watched by River Watch guards with crossbows. Suddenly, Red Boot BANDITS spring
87
from the water and try to rescue their comrades.
88 A school teacher from Rascalton is in way over her head after going on a hunt for OWLIGATOR pellets.
CENTAURS leap over the water with bows and demand the PCs leave this place and turn back immediately. They do not let
89
the PCs pass without a fight, unless they prove to be against the River Barony.
90 A SPINDLESTRIDER thrashes in a net trap, drawing the attention of hungry HIPPOGRUFFS .

91 SHRUBLINGS demand tribute in the form of herbs and plants, forcing the PCs to forage in a dangerous area.

92 A muggy day makes travel miserable. Worse, SKEETERS are out in force and attack the PCs.
DOODS besiege a river barge, ruining a River Baron's banquet. They eat the entire buffet and chase away guests. The Baron
93
Reevus shouts that he’ll be in anyone’s debt who can save his evening.
94 An abandoned house looks like a good place to wait out a coming rainstorm, but it’s filled with SARVANGS .
An ancient goblin fitness guru, Llyod Munglebam, made a bet with an OGRE that he can outlift them, but if he loses, the OGRE
95
can eat him. The goblin subtly hints to the PCs that he can “win” only with clever aid from the PCs, otherwise he’s lunch.
Goblins are building a new, water-powered mill but a herd of GELK keep disrupting construction. The goblins offer a pouch of
96
Gold Coins for help.
Discarded Gold Coins glitter in a pool of water. Taking one results in an encounter with a needy GELPIE that is quick to anger
97
RIVER COUNTRY

if the PCs don't make fast friends.


A RIVER GOBLIN is pushy about the PCs hiring them on as a bodyguard. If the PCs refuse, the RIVER GOBLIN tries to beat them
98
up as proof that they need their services.
A shifty looking vendor selling items out of a wheelbarrow happens to be selling back a random weapon that was on a PC
99
not moments ago. Looks like they stole it somehow.
A standup comedian named Reegatony Linkletter riffs jokes for a couple of GATORS who watch unimpressed, licking their
100
chops. The comedian is GATOR food without help.
ZOZO BIRDS peck the ground near a thatch of lush bushes when suddenly one of them is roped by a wrangler. A shrym with
one eye springs out of the bushes and proclaims, “ Back off, I seen 'em first!" and tries to capture four more birds for a River
Barony banquet.

52
Discoveries
1d2 discoveries
Jasper Quimbee, traveling merchant, tries to sell a set of River Country Encyclopedias for Silver Coins. They take up 5
1
Inventory, and grant +1 to Lore, Wilderness, and Realms Checks while in River Country.

There's an iron chest sinking slowly into quicksand. Inside is a series of notes containing all kinds of rumors and secrets about
2
the River Barony in Capstan.

The PCs discover the Story Stone of Wom, a large, polished rock said to be the heart of an ancient colossus renowned for
3
their storytelling. Touch the stone, and it tells a story or local rumor.

There is an old boggart stranded on top of an enormous cabbage. The boggart explains he would not have planted a garden
4
here had he known the soil was enchanted with growth magic.

A runaway BOGRILLIAN TORTOISES has the seal of the Bulwarks, which reads: "If found: I'm cuddly and mighty. Please ride me
5
back to Fort Bulwark in the Used T’Be Forest for a handsome reward."

A TROLL struggles to build a new bridge. Help them build it and they grant a handwritten decree that legitimately allows
6
passage over any TROLL bridge without paying the toll.

A trio of children collect clutches of CRAWLBAD eggs, but they aren't strong enough to lift their haul into their dinky boat.
7
Help them and they reward all with a delicious egg scramble.

A SPARROW-SPRITE is tangled in a snarl of thorny weeds. If saved, it scouts the way ahead for the party (next Travel Check is
8
an automatic Discovery).

The PCs stumble upon a huge family on vacation. A cooper named Mr. Cooperson, his wife, Mrs. Cooperson, and their 16
9
children. They are the most delightfully hospitable people, and offer a meal and fire to share stories.

A boggle crew invites the PCs to a clambake. They just had the biggest haul of their careers and want to celebrate their good
10
fortune.

11 A boggart rascal on the run from the River Watch shares a shortcut through the wilderness (travel 1 additional Hex today).

Tandy Swift, the self proclaimed river PIRATE , offers a place on her crew because, at the moment, she's a crew of one. She's
12
got a treasure map, a skiff, and is willing to split an Old Hoard evenly for help finding it.

A traveling herb peddler offers a substantial discount so she can rid herself of her stores and retire to the beaches of the
13
Scalawag Strand. Buy one get one free!

A goblin industrialist surveys the area for the best spot to open a sustainable fish cannery with little to no environmental
14
impact. They offer 1 pouch of Gold for any viable suggestions about where to set roots and hire people.

A quortle, lost in the reeds, is startled to see the PCs. "Thank goodness you're not a gator! Any chance I can join up with you
15
for a while. I’m a darn fine cook!" The quortle provides +1 to Cooking Checks.

A gnome paints a beautiful vista of the Dustwall Mountains. They introduce themselves as M. Dunny Widdlesticks and love
16
discussing fine art.
RIVER COUNTRY

17 Something twinkles in the water: a STARFELL SHARD, one of the most valuable Elemental Components.

A human knight-errant called Garrick struggles to catch a fish. Garrick is very hungry. They offer their sword for a meal, at
18
least until the PCs’ next destination.

A sparkling stream catches the light on the water in just the right way. It looks refreshing and peaceful, as if all in the world is
19
right and good, or soon will be. Drinking the water or resting here restores +1d6 Courage.

Streamers unfurl in the wind as the PCs approach a glen decorated with flowers and bundles of sticks, honeycomb, and
20 ribbon. At the center of the glen, three BEAMKIN sit in earthen chairs, pouring hot tea into huge clay cups. They laugh,
enjoying the garden party, and invite the PCs. The tea is a special blend that grants +1 Mettle for the session.

53
1d2 discoveries
A lumbering HIPPOPOTAMOOSE emerges from a pond. The creature moos as it comes to a standstill, staring at the PCs, before
21
licking a random PC on the face with its massive tongue, as if to say hello.

GRAIL TICKS skitter over a mossy boulder, emptying their backs of peculiar liquid into a stone bird bath. They ignore the PCs
22 for the most part, but one of them gestures to a set of silver cups. PCs who drink the liquid benefit from the GRAIL TICK'S
effects.
A group of rascals hoot and holler in the wilderness as they celebrate their daring escape from a river baron's prison barge.
23 The rascals, led by Holly Goodfoot, raise their cups to the PCs and declare a pox on the River Barony, those lousy cutpurses.
“Trust in the Rascals of Rascalton and good old Honest Jym!”
A traveling weaponsmith offers maintenance for the low price of Copper Coins. Honed weapons gain +1 Attack during the
24
next Combat.

A boggart named Jenny approaches from down river on a raft with her dog, Kickers. Jenny offers a hand-carved instrument
25
called a “gator call,” suggesting the PCs can use it to ward off BRAYING SABER FISH , as the predatory fish fear GATORS .

A riverboat with lively music and laughter drifts through a thick mist. It’s an illegal gambling boat that changes locations
26 every night, owned by the inimitable bogril, Wells Froggie. PCs can eat and rest for Copper Coins, and gamble whatever they
like.
The PCs find an old structure overgrown with vines and moss. Statues of quortles surround a living quortle scribbling into a
27
book. The quortle, named Andar, welcomes the PCs and shares that the place used to be an ancestral library.

A boggart peasant family celebrates the birthday of their youngest child with a cake large enough for a troll. They offer slices
28
if the PCs sing “Happy Birthday” to little Hawk.

The Firefly Festival is in full swing as quortles dance and light lanterns. All are welcome to join the festivities. PCs can also
29
purchase a Jar of Fireflies for Silver Coins, which acts as a lamp that only works outdoors at night, but never burns out.

The PCs find an abandoned skiff with a sputter-engine that greatly speeds up their travel by water (+1 Hex every Travel Turn)
30
for 1d4 days before it explodes.

31 A basket of freshly caught fish seems to have been left behind in a wicker basket (1d4 random Fish Components).

A riverside cafe run by a bogril named Betsy Daisy is hosting an amateur night and looking for performers. The pay is 1 pouch
32
of Copper Coins.

A small shrine and statue of a robed bogril, overgrown with moss, rests in a pretty glade. A parchment at its base reads:
33 "Wisdom is to wait." Rest here for the night and the bogril, the spirit of Ogo, comes to life and answers any one question
from a PC.
Bando the boggart and his daughter Bonny are traveling to Rascalton to sell their wooden mallets and iron nails. Bando has
34
been on the road a long time, and is eager to gossip about River Country rumors.

A tree is covered with colorful ornaments, which are actually good luck charms, hung by folk for the coming of the new
35
season. Taking one grants Advantage to any Checks to find Components for the session.

An overgrown road sign sits at the crossroads of a path, practically invisible to the. The sign points to Quortlen and "The
36
Garden." The Garden is a beautiful grove, lush with plants and herbs watched over by the Druids of Quort.

A gnome rests with her feet in the river water and a fishing pole by her side. She greets the PCs and bids them join her for
RIVER COUNTRY

37
lunch. There's plenty of foraged veggies and fish.

A group of sad peasants wander down the river. They lost their homes to Baron Corsgo in Capstan. “Avoid the Barons.
38 They're thieves and cheats and take what they want when they want it.” The leader of the peasants, an old woman being
carried by a wug, gives the PCs a rusty key. It grants access to a Rascal hideout by the docks where they can lay low.
A GIANT looms over a small cottage, snapping trees into manageable wood piles fit for smaller folk. A very old boggart
39 woman shuffles from the cottage, thanking the GIANT with a cup of tea far too small. He smiles and thanks her, waving to the
PCs as they pass.
A bogril scholar by the name of Wulfrick travels with a pushcart filled with books. He asks to trade some rumors from
40
abroad.

54
1d2 discoveries
A goblin named Hank tries in vain to cut through shackles around his ankles with a rusty old saw. Hank asks for help, sharing
41 that he escaped the clutches of a river gang after a night of merrymaking. They thought he was some tycoon hotshot from
the Used T'Be Forest. Help Hank and he reveals that he is indeed a wealthy hotshot who now owes the PCs a favor. Look
him up in Bogtown!
A boggart aristocrat with an enormous feathered hat looks a bit worse for wear. Duke Dandoodle had a few too many drinks
42 and fell out of a River Baron’s boat. He offers a pouch of Gold Coins to reunite him with civilization.

Lars the DRATCH hasn't seen anyone else on the road for days. In fact, Lars hasn't seen anyone for months. Lars just wants
43 some company. Lars refers to himself in the third person. Lars used to be a champion boxer in Bogtown before hitting the
road to find a new life for himself.

44 A group of HIPPOGRUFFS graze in an open pond. They look at the PCs curiously but don't seem frightened.

A welkin and a quortle do a stand up comedy act on a riverboat. They have a well-practiced sing-songy routine where they
45 quip back and forth at each other. The duo is looking to reach a wider audience and eager to hire the PCs to manage their
act if they demonstrate some business acumen.
A dozen fishing boats work a large waterway. Called River’s Bounty, the flotilla is guarded day and night by River Watch
46 constables to prevent bandits from stealing the daily catch.

A road sign pointing in the direction of Capstan has a wanted poster on it. It depicts an imposing human with a distinct,
47 close-faced helmet with bat wings. "Wanted Dead or Alive: Kade Kadderan, Last Seen in Bogtown. Reward: 5 Pouches of
Ancient Coins.”
A glittering waterfall splashes over silver rocks. The area is calming and serene, surrounded by pink flowers and the vibrant
48 green of an untarnished wilderness. All PCs heal 1d4 Courage.

49 A natural hot spring looks warm and inviting. Anyone who spends a few hours soaking gains +1 Vitality for the session.

A sparkling goldfish pops its head out a shallow brook and says, "Greetings and salutations, my air-breathing friends! May
50 I interest you in a riversaur egg?” The goldfish is eager to move the egg out of its territory, but warns of the tremendous
responsibility. That and RIVERSAURS aren’t known to bond with their parents. Ever.
A pair of Rascals of Rascalton laugh and celebrate their most recent heist as they distribute the money to some gathered
51 peasants. They stole a chest filled with River Barony taxes.

52 A quortle shuffles out of a cozy cottage offering fish cakes for Copper Coins.

Above a stretch of white water, a full grown RIVERSAUR sunbathes on a giant rock. The beast is entirely disinterested in the
53
PCs, lazily snoring and enjoying the sunlight.

The chime of a slot machine echoes from the wreck of an old River Barony gambling boat. The broken slot machine spits out
54 3 pouches of Copper Coins!

Singing comes from a nearby cave where a small bronze statue of a boggart with a straw hat and lute sings River Country folk
55
music, with titles like: Babblin' Betty, Sway with the Willows, and The Ballad of Honest Jym.
RIVER COUNTRY
A tall runestone adorned with serpent etchings towers over a gravel pit. The runes are worn away, but the place hums with
56
energy that makes hair stand on end.

A KOOGRA leaps out of a tree cluster with a cub in her mouth. She eyes the PCs warily, then leaps twenty feet over a trickling
57 creek and vanishes into the underbrush.

A well-dressed human River Baron called Jacobi is pleased to see the PCs. He offers to hire them for a substantial sum to
58 take him to Capstan. Jacobi admits he is a lesser Baron, but can pay PCs the “paltry sum” of 1 pouch of Ancient Coins for
their help and sing their praises to his peers.
A rill of spectacular beauty glitters like diamonds. FAERIES dance over the babbling rocks, drinking the pure water while
59 giggling. Drinking the enchanted water cures any Curse, disease, or Wound.

55
1d2 discoveries
A gambling boat called The Dandy Lion, with an enormous waterwheel, splashes by as patrons celebrate their winnings. One
60
of the crew leans out and shouts: "Hurry up, there's still time to get aboard! The tables are hot today!"

Amos, knight-errant of the Order of the Ember, waters his horse as his armor rests on a mossy stone. The knight is at rest
61
and welcomes the PCs to join him for camp. Amos asks about each PC’s Personal Quest, deciding if he can help in any way.

A BEAMKIN asks if the PCs have seen a missing acorn. There happen to be hundreds all over the ground, but if the PCs
62 suggest any, the beamkin replies: "No, sorry that's not the one." On a 12+ Search Check, they find a sprouted acorn with a
voice so tiny it’s barely a whisper. That one’s name is Eem, the beamkin’s youngest child.
A duck waddles out of a nearby creek and begins following the PCs. It will not leave unless asked politely by someone who
63
can speak with animals. Otherwise the duck follows at a safe distance wherever they go.

A pair of boggart children skip rocks across a pond and wave playfully, inviting the PCs to join in. The children are impressed
64
with the longest skip.

The PCs startle a naked goblin bathing in a spring. Visibly embarrassed, they shoo the PCs away. “Not to be rude, but find
65
your own spring!” Indeed, there are dozens of other springs nearby.

66 A small boat rests abandoned on the river shore and looks to be in good condition.

A boggle slowly dismantles an old troll bridge. The troll appears to be on holiday and the boggle is tired of spending his hard
67
earned Copper to cross.

The area is flooded and the PCs must walk through knee-high water for a while. Colorful fish and turtles swim past their feet
68
as dragonflies buzz overhead.

A human family shovels mud into wooden molds to make bricks. The family nods a hello and continues their work. Helping
69
them build their new home for 1d4 days grants the Masonry Proficiency.

A hundred or so workers dig furiously with shovels and sputter-plows to divert one river into another. Apparently, this work
70
has been going on for some time, but will be a helpful shortcut for boats.

Two very large beavers wearing tool belts and hard hats complete the finishing touches on an enormous dam. They wave
71
impatiently as the PCs pass.

72 A dragon-shaped kite spirals to the ground at the feet of the PCs from who knows where.

Hundreds of wooden geese bob down the river with notes pinned to them. The notes seem to be encouraging words for
73
each individual wooden goose to win the race. Apparently the winner gets a pouch of Gold.

A gnome offers medical attention to a CANKERBOAR , rubbing one of its sores with a salve of herbs and oil. The CANKERBOAR
74
snorts and squeals with delight.

Something sparkles in a patch of flowers nearby. It is a Magic silver ring with a green gem and an inscription that reads:
75 "Green Thumb for my Green Lady." Green Lady’s Ring: Once every session, the wearer can snap their fingers to grow or
mend a plant..
An owl hops from the hole of a hollow tree, clears its throat, and asks if the PCs intend to stay long. He is expecting
76
company for a dinner party. They’re welcome to come if they bring something.
RIVER COUNTRY

A boggart girl sits on a short, wooden dock with her feet dangling in the water as she plays with a hand-carved wooden
77
griffon. She is friendly and knows the area well.

An old human claiming to be The Great Zambono pulls glitter out of their pockets and tosses it into the air. The glitter
78 ignites into sparkling fireworks as Zambono shares that their schedule is wide open to perform magic for the low, low price
of Silver Coins.

79 A gigantic hat, ten feet across, hangs from the top of a tree.

A fisherman hoists a huge, full net onto his rinky-dink boat. He excitedly pokes through the contents and pulls out a boot
80
made of gold, proclaiming: "The legends were true, I'm rich! Ha HA!"

56
1d2 discoveries
A dozen of MOOSHWIMBLES cuddle in a hollowed out log, watching the PCs pass with curiosity. They collectively coo if
81
spoken to gently.

82 An old wheelbarrow filled with coal is overturned and abandoned in the road.

A GIANT wraps a five foot SLURPWORM onto a huge fishing hook. She tips her hat, then casts the line half a mile from where
83
the PCs are standing.

84 You find an envelope with six tickets to the Emerald Wyvern, the luxury boat of a famous River Baroness in Capstan.

A welkin from the Welkin Post lands and grumbles, "There you are. I've been looking all over for you." They hand the PCs a
85 letter from an NPC that they recently helped, informing them about another quest or rumor.

86 The PCs find a muddy River Watch uniform, complete with badge, crumpled on the riverbank.

An Ally of a PC, decked out in expensive clothing and sipping bubbly, calls down from the yacht of a River Baron. They invite
87
the PCs to a party in Capstan happening next week.

A majestic rainbow-tailed ROODO BIRD sits on a rock on the riverbank. The bird winks at the PCs then splashes into the river.
88 Everyone replenishes 1 Quest Point.

A happy, swimming bogril named Dee offers to teach swimming lessons if the PCs have the time. If they spend two days
89
learning, they gain the Swimming Proficiency.

A quortle named Woona offers to travel with the PCs. She is a Druid of Quort on a quest to see the whole of River Country
90 beyond the Bubble Hills, and wishes to learn of all its creatures and critters. Woona is an alchemist and can heal 1d6 Courage
every session.

91 An assortment of Materials (3d8) are left discarded at the side of the river with no one in sight.

A group of folk sing with candles in their hands. Many of them are writing their wishes on little pieces of paper and placing
92
them in toy boats. The PCs are encouraged to participate.

93 The PCs stumble upon a hidden cave behind a small waterfall. This would make a great hiding spot.

A human fisher named Zeb just caught a big RINDLE RAM and could use help scaling it and cooking it up. After all, it's enough
94 for a feast.

95 A tall grassy hill makes a perfect spot for a panoramic view of the entire Hex cluster.

96 Four kegs of rascal cider go tumbling down the river. RIVER COUNTRY

97 The PCs find several discarded camouflage cloaks made from green leaves, which look perfect for hiding in the wilderness.

The PCs find a wooden boat with a blue paint job. The boat has two straw hats inside and a pail filled with soil and
98
earthworms.

An out of service, boarded up River Watch tower says: "No Trespassers." Inside, there are 1d6 Normal Rations and 1d6
99
random Mundane items.

An abandoned QUOB sits idly with empty saddlebags. The QUOB has 15 Inventory Slots but has a bad leg and can only travel
100 1 Hex per Travel Turn.

57
scalawag
CHAPTER 5
 

 strand


RIVER COUNTRY

58
Perilous Encounters
1d2 perilous encounters
1–2 The wind picks up and pushes the PCs into water infested with BARBECUDAS !

A half-sunken ship emanates an ominous aura. Mettle Check to resist being drawn toward it. If lured in, a coven of reef
3–4
nyad WITCHES attack.
A beached NARWHALRUS needs help getting back into the ocean. It will perish in 1d6 hours, but the critter thrashes at
5–6
anyone who tries to help.
7–8 A band of REEF NYAD marauders ambush the PCs, armed to the teeth with coral weaponry.

9–10 Monsoon season! Torrential rain and gusting winds inflict 1d6 Dread and -2 to Travel Checks for the next 2 days.

The PCs or their ship accidentally knock over a pile of rocks, desecrating some kind of shrine. Several KRABRAKS emerge
11–12
from the tides to retaliate.
13–14 The PCs find a crater filled with skeletal corpses and giant, leathery eggs. Above them, a VULTOR roars furiously.

REEF NYADS of the Ebon Reef clan attack a group of FINFOLK for trespassing. One of the nyads notices the PCs and
15–16
heaves a harpoon at the largest PC.
17–18 A GIANT with a seaweed beard tries to catch the PCs in a large jar. A snack for later in their lair.

A secret dock shrouded by giant fronds and foliage. Three MANDRA scoundrels unload a treasure chest from an
19–20 anchored rowboat until they spot the PCs. Two of the MANDRAS draw their sabers, while the third frantically boards the
rowboat to escape with the treasure.
Dozens of CRAG LIZARDS sunbathe on a beach. They suddenly wake up when the PCs approach. Their spines stiffen and
21–22
they snarl.
23–24 A MANTICORE picks at the bones of a beached whale. It sees the PCs and licks its chops.

A LIGER SHARK controlled by a ZOMBIE BARNACLE relentlessly follows the PCs, lurking in the water even when they go on
25–26
land.
The PCs find a boiling tide pool filled with steaming clams and shrimp. An enormous BLEMMY emerges from the inland
27–28
and tosses red hot coal into the water before attacking the PCs.
A band of vicious Daggerheart PIRATES spring out of a moldy patch of seaweed with an enormous net to kidnap the PCs
29–30 and bring them to their secret lair. The Dread Pirate Daggerheart has heard of the PCs’ exploits and wishes to see what
all the fuss is about.
The glitter of a large, mechanical KRAKEN scoots through the water. Some kind of sputter-kraken attacks, its glass eyes
31–32
glowing red.
33–34 A SKROKWING drops a whale out of the sky as its interest diverts to the PCs.

A SEA SERPENT snares a ship with its enormous, powerful girth. The beast crushes it like a bundle of twigs and gobbles
35–36 SCALAWAG STRAND
up the pleading sailors at random.
A GELPIE blinks with big eyes from beneath the murky water. Her name is Lagra and she explains that she has caught the
37–38
PCs! “Choose which one of you will keep me company forever!”
39–40 A massive whirlpool spins a fishing vessel to its imminent doom as the crew struggles to evacuate.

A Felmog crew transports precious relics to their ship. One FELMOG KNIGHT shouts, "We are not alone!" and commands
41–42
the others to attack.
GLOOM claws the water like a spectral hand. In its midst, a derelict ship glides silently through the water. The ship looks
43–44
deserted until you spot the shadows of SKELETONS on deck.
45–46 The sea swells as a massive EXAJELLY uncoils itself in the water and blinks hungrily at the PCs.

47–48 Tremendous tentacles reach from the deep and come down like giant hammers toward the PCs. A KRAKEN has awoken!

59
1d2 perilous encounters
The sea is angry and waves crash against the rocks as dark storm clouds gather. Ships are battered, cargo is under threat
49–50
of being lost, and anyone on the shore could be washed out to sea.
51–52 A tangle of seaweed drifts toward the PCs filled with knots of writhing LIGHTNING EELS .

53–54 A flock of OWLIGATORS spring from an outcrop of rocks and try to claw the PCs.

55–56 HYDREEL heads squirm from the water, each selecting a PC to devour.

57–58 A hurricane is a day away. The PCs must find safe harbor immediately.

59–60 Two VOLCANOIDS , bubbling with molten rock as they speak, ask for directions to the nearest city “worth destroying.”

A SEA CHIMERA capsizes a vessel. SELKIE sailors swim for their lives, but the SEA CHIMERA starts picking them off one by
61–62
one.
A vicious SHARKUNI ship captain demands the PCs give up their supplies. They are on an important mission to slay an
63–64
EXAJELLY and all of their food is spoiled.

Horrible screeches pierce the PCs’ ears as a HYDREEL and TERROSAUR engage in a bloody battle. Their skirmish is headed
65–66
straight for the PCs!
67–68 A massive wave threatens the entire area. Realms Check: this could only be the result of an earthquake or a LEVIATHAN .

69–70 A flock of SQUIDGEONS descends from the clouds attempting to latch onto the PCs faces.

Three TERRORSAURS uncharacteristically hunt the skies together. Realms Check: local PIRATES call these winged
71–72
anomalies the Terrible Trio.
A huge galleon pierces through the fog. Mucklands Trading Co. GUARDS shout, brandishing their cutlasses and readying
73–74
the cannons. The PCs must submit to an inspection for contraband or be blown to smithereens.
A small hut sits precariously on slimy rocks. From inside, a sweet melancholy voice sings an old tune. Inside is a beautiful
75–76
reef nyad (actually a sea WITCH in disguise).
A band of REEF NYADS riding LIGER SHARKS demand retribution for plundering their precious sea. Someone must pay with
77–78
blood!
A huge SEA GULLIATH bobbing about in the midst of a flock of average seagulls picks up the PCs scent and squawks
79–80
hungrily.
An injured DEEP NYAD pleads for help. Her enemy clan is not far away and she'll perish if she doesn't get back to her
81–82
underwater home nearby. Unfortunately the rival nyad clan has set up an ambush along the way.
Three SHARKUNI hunters scour the waters for a wanted whalen smuggler. But the SHARKUNI have it on good authority
83–84
that the PCs are wanted too.
85–86 An enormous VOLCANOID lights a wooden pier on fire as it takes fiery steps onto the shore and sailors flee in terror.

87–88 REEF NYADS dressed in shell armor proclaim that the dry landers will soon face the wrath of the sea.

89–90 PIRATES aboard a stolen Mucklands Trading Co. frigate spot the PCs and take them for easy marks.
SCALAWAG STRAND

91–92 A LIGER SHARK springs out of the water after the PCs.

93–94 The deafening call of a TERRORSAUR shatters the quiet as the great leathery beast descends upon the PCs.

The floating remains of a whale covered with CONQUEROR CRABS bobs towards the PCs. There must be a thousand
95–96
crabs, inching and clicking and skittering.
A flinderkin SORCERER called Oryn flutters down from the clouds and offers the PCs a choice: Bring him the molten
97–98 heart of a VOLCANOID from Terror Island or face his wrath. Oryn intends to use the heart to cast a spell powerful
enough to form a new island, all to himself.
The sea churns unnaturally as a low rumbling moan blares like a thousand thousand trumpets. The water rises with a
99–100 legendary LEVIATHAN . The gigantic beast is literally the size of a mountain. It swallows the PCs and their ship whole,
then plunges into the water. The PCs are now in the leviathan’s belly, a RANDOM DUNGEON .

60
Dangerous Encounters
1d2 dangerous encounters
1 The sand beneath the PCs’ feet begins to fall away revealing the huge, yawning mouth of a BANDY CLAM .
2 A BUBBLEGOOSE swarm surrounds the party from the water.

An empty rowboat drifts aimlessly on the water. There is a skeletal corpse in the boat, gripping a chained up chest. Within
3
the chest is a CURSED key that, once possessed, inflicts Disadvantage to lockpicking or efforts to open doors.
A group of Krog & Sons Inc. RIVAL DUNGEONEERS stole a Subterranean Pits and Lairs LLC shipment. They're sailing to a
4
lumber mill in Muckland Harbor, but one of the dungeoneers spots the PCs and shouts: "Hey! No witnesses!"
5 A pack of YOWLJACKS debone a tremendous fish. The tallest of them sees the PCs and decides a fine dessert is in order.
6 A SHARKUNI has a hogtied FINFOLK tied to a spit over a fire. The FINFOLK pleads for immediate assistance!
A bogril Bulwark called Hork caught his foot in a tide pool and is about to drown. If the PCs try to pry him free, it's revealed
7
that his foot is in the mouth of a CURDLE SNAIL .
Eyes glow dimly beneath the water as the waves drum rhythmically. Mettle Check to resist being lured into the water by
8
SCUMSEERS .

A stormy sea makes rest impossible. Thunder, lightning, and the crash of waves sends chills down the PCs’ spines, leaving
9
them Tired the next day.
10 A huge patch of FUNGHOULS floats aimlessly on a bed of seaweed as they devour sea life.
A derelict skiff bobs on the water. There’s a tarp covering what looks to be cargo, but if investigated, it’s actually
11
Daggerheart PIRATES waiting to ambush.
A terrified NARWHALRUS breaches the water as it flees a whaling schooner. The whalers, a group of MERCENARIES have
12
harpoons at the ready, bellowing with glee.
Two goblins stand back to back on the shores of a deserted beach, holding rapiers while their entourages wait with grim
anticipation. A mediator, a goblin in a wig proclaims: "Master Raggle and Master Keeg. First to poke the other with the
13
pointy bit wins the captaincy of the good goblin ship, Wavecrest. Any interference or cheating will result in immediate
termination from the Mucklands Trading Co. as well as death by SQUIDGEON . Are you ready?"
14 Subterranean Pits and Lairs LLC engineers blast a seacliff with dynamite. Look out for debris!
A PIRATE on stilts wades through a tide pool. They point a blunderbuss at a giant clam and a yellow sea sponge. The pirate
15
cries out, "Give up them pearls or the sponge here gets it!"
Welkin PIRATES , of the Black Beak crew, drop explosives off their ship. The Black Beaks are at war with the Woodenfoot
16
PIRATES and don’t care who gets hurt.

Beast-catchers sell jars filled with captive gelatinous goo prisoners to a group of REEF NYADS of the Blood Reef clan. The
17
Blood Reefs want the goos to sniff out precious gems beneath the waves.
An undiscovered estuary is filled with LIGER SHARKS who are terrorizing a group of quortles trapped in their tiny, wooden
18
boat.
A pair of boggles struggle to heave a thrashing fish into their small boat. When they finally get it to the surface, it appears to SCALAWAG STRAND
19
be a baby EXAJELLY.
Another band of adventurers drift on a raft, completely exhausted and ill with exposure. They have been lost at sea for
20 weeks after their ship was attacked by Daggerheart PIRATES . They were traveling to Muckland Harbor to seek work as
merchant sailors.
Three boggles have set up a series of cages filled with land animals and are charging admission to view them: a frightened
CATTYPILLAR , a terrified RACK OWL , and an angry DOGGART. The tallest boggle, called Tall Tory Tadnoodle proclaims: "Step
21
right up and bear witness to these terrible overland freaks! Beware these ravenous monsters, my dear compatriots of the
Strand! For these are the deadliest animals on land!"
A crew of Cyclops Pirates are about to bury a captured group of Daggerheart Pirates alive in the sand. The leader, a one-
22 eyed shrym called Big Skitter, announces the Daggerhearts’ crimes: "For blatant disregard of the Pirate Court and all around
knavery against yer fellow scallywags, you are hereby condemned to death by sand!"

61
1d2 dangerous encounters
A goblin naval officer enjoys fine dining alone on the beach. Dressed in a fancy uniform and powdered wig, Captain Dandle
23 demands that the PCs share any information they may have about PIRATE activity in the area. Refusal and it's to the
dungeons of Muckland Harbor!
24 What look like rocks poke out from the rushing water, but half of them are GATORS .

A KOBOLD dressed in purple robes scours the shoreline, snatching up turtle eggs. He stuffs them into a basket with a giggle,
25
"Heehee! Tonight I dine on turtle soup!"
An impenetrable fog rolls in from far off the shore. Navigating the pale mist proves nearly impossible and adds 1d4 days to
26
any journey.
A gigantic NARWHALRUS , longer than two galleons, emerges from the deep. A column of spouting air touches the clouds
27 with a deafening boom. The enormous critter raises its tail, splashing it down so hard it creates a tidal wave, flooding nearby
shores and endangering ships.
A crew of Big Fame Hunters from the Quagmash are hunting for a giant KRABRAK named King Kroo. They hear it dwells
28
around Conch.
Two PIRATES with crossbows face off over a treasure chest. Obbie and Otter are seadogs that finally found the Lost Treasure
29
of Monty Dangle and neither wants to split it.
30 Low tide reveals a field of CONQUEROR CRABS that swarm toward the PCs.

A PIRATE stands trial for stealing a goose from their captain. He maintains he was framed and begs the PCs to defend him in
31
(pirate) court.
A group of ORCHES rig a rickety boat to set sail for Terror Island. They refuse any warnings and proclaim that they will claim
32
the island for Big Orch.
A derelict ship has laid anchor off the coast. The ship looks to be in good enough shape, but is missing a sail. Closer
33 inspection reveals that it’s booby trapped with exploding powder kegs that need to be carefully removed to make the ship
at all serviceable again.
A salt-encrusted pier extends from a dark seaside cave. The entire thing is covered with kelp in a way that looks deliberately
34
hidden. Inside, a captive TROLL warns of SARPATHI REAVERS kidnapping folks in the area and begs for help.
A ruined lighthouse topples into the water just in front of the PCs. Tricky Toe GANGSTERS intended to squish the PCs,
35
thinking they were Woodenfoot PIRATES who double-crossed them in a deal.
The beach is covered with glowing, green dead fish. Glowing goo trails into the ocean. Closer inspection reveals a half-
36
buried, shattered glass canister with the partially printed label: "Unas–"
A boggart dungeoneer, by the name of Ty Hunchbuckle, is in the process of free climbing a treacherous seacliff to steal a
37
SKROKWING egg. Anyone that speaks to him causes him to lose his concentration and nearly fall, putting him in a tight spot.

A snail shell at least two stories high rises from the beach. There is a low snoring sound coming from inside, and at its base,
38 is an entire suit of armor, empty and covered in slime. A ravenous MUNG at the snail and all curious travelers who have
investigated.
A sea GIANT plucks whole, adult KRABRAKS from the surrounding shoreline and plops them into a giant, coral bucket. "Yum!"
39
it says with a huge, bellowing voice. "You'll make a fine dinner." The KRABRAKS try to fight back, but are utterly powerless.
40 An ORCH garbage galleon putrefies the water with gunk, filth and trash. Fish and sea life sicken in its wake.
SCALAWAG STRAND

41 A team of welkin Black Beak PIRATES swoop from the air and attempt to steal from the PCs’ packs.

A Mucklands Trading Co. naval ship readies its ballista and boarding party. They demand a good explanation for trespassing
42
into Trading Co. waters.
A tall, colorful coral reef rises from the water. There looks to be hollowed caves throughout the natural structure and
43
something moving within them. CONQUEROR CRABS lurch from the caves in droves.
44 A band of SARPATHI REAVERS hunt like sharks in the water.

45 A castaway shrym trapped on a small coral island fends off a shiver of LIGER SHARKS circling the tiny island. "Help!"

SHARKUNIS roast a giant cuttlefish over a fire. They spot the PCs and smack their lips. Overlanders would be far more
46
delicious.

62
1d2 dangerous encounters
The tide is low and the moon is bright. KRABRAKS emerge from the sand, fiercely angry that the PCs trespassed on their
47
secret hideout.
Cannons rumble in the distance as Mucklands Trading Co. vessels fire them for target practice. Only problem is they can’t
48
see the PCs and the cannonballs are landing too close!
49 A ship has broken up on some rocks and the crew pleads for aid.
50 A large ship emerges from a foggy sea and opens fire with cannons. Daggerheart Pirates attack!
51 SELKIES struggle to harpoon a SEA CHIMERA as their boat gets tossed around in the water.
52 The PCs cross paths with a FROST JELLY migration.
53 The local FINFOLK struggle with a BRAYING SABERFISH and offer a trove of Fish Components to have it subdued.
54 For a moment, the sun is blacked out as a flock of SEA GULLIATHS fly high above.
55 A SHARKUNI hunting party wants to recruit the PCs to bring down an EXAJELLY not far from here.
Woodenfoot PIRATES invite the PCs to join them in raucous celebration. They'll be outrageously offended and aggressive if
56
refused.
Cyclops PIRATES think the PCs are a lost scouting party looking for a wrecked Mucklands Trading Co. vessel. They insist that
57
the PCs report on their findings back at their camp.
58 REEF NYADS crash a romantic KRABRAK courting ceremony, sending guests fleeing in all directions.

A GHOST pirate is convinced the PCs are his long lost crew. Wilum "Axe Hand" Weatherby demands they join him in tracking
59
down a PIRATE called Landlubber Lowry for revenge.
60 CONQUEROR CRABS chase off a camping group of adventurers, devouring their food.

A SHARKUNI with a massive crossbow trails the PCs. If approached, they retreat and hide. The SHARKUNI is waiting to strike
61
in the night when the PCs sleep.
A pair of FINFOLK reel in a whopper of a catch in a small dinghy. As the fish surfaces, the water starts to boil as BARBECUDAS
62
emerge to eat the finfolk crew.
A band of sailors strain to pull their sunken vessel ashore by its anchor chain. "Heave!" they cry as the vessel finally emerges,
63
revealing a huge knot of LIGHTNING EELS nibbling on a skeletal corpse.
A worried sailor needs help getting back to his crew after being washed overboard in a storm. The crew just happens to be
64
PIRATES .

The PCs find a frozen VOLCANOID. Its molten body has been put out, but its eyes still burn. Fire reactivates the creature in a
65
spew of magma, melting the mysterious ice. If freed, it simply nods and goes on its way.
66 The PCs startle MUCKLAND BATS roosting beneath a rocky overhang.
A boat slowly approaches the PCs. Communicating with the boat elicits no reply, save a series of strange honking and
67 beeping sounds. When the boat reaches the PCs, a massive herd of DWERFS flood from the boat and overrun the PCs with
aimless beeping and honking. They follow the PCs everywhere until they are eluded or redirected.
A Krog & Sons Inc. oil spill has polluted the area and put wildlife at risk. Worse, the locals warn of BARBECUDAS approaching
68
could ignite a massive oil fire.
SCALAWAG STRAND
69 Poachers illegally fish for juvenile BRAYING SABREFISH . The poachers want no witnesses and try to sabotage the PCs or worse.
70 The PCs wander into miles of thick, cold fog, which is actually a stretch of GLOOM .
A crew of SELKIE harpoon-busters has trailed a whaling ship headed to the open sea. They're woefully under-staffed and ask
71
that the PCs help them sabotage the whaling ship.
A BEEVIL on a royal expedition to trade with a new empire struggles to sail their leaf-shaped canoe. The water is choppy, the
72
boat suddenly capsizes, and the BEEVIL clearly can't swim.
73 A LIGER SHARK is trapped in a fishing net surrounded by FROST JELLIES . Freeing it only encourages it to attack.
74 FINFOLK sea dogs fight over a boggle who sold them a fake treasure map.
REEF NYADS spot the PCs and demand they leave Blood Reef territory immediately. The nyads use force if the PCs refuse to
75
return to the mainland.

63
1d2 dangerous encounters
A KRABRAK is in the vulnerable process of shedding its shell. Meanwhile, the PCs spot two WEORGS approaching from a
76
shadowy cove, ready to pounce when it’s done shedding.
SHARKUNI hunters spot the PCs from the water and give chase, hooting about how much they're looking forward to a real
77
hunt. They attempt to capture the PCs for sport and divvy up the PCs’ money if successful.
A glacier floats in the water. It must have traveled for hundreds of miles. Close examination shows that something is frozen
78
inside of it. Breaking open the ice reveals a frozen SEA SERPENT that awakens.
79 A boggle merchant guides a barge with cargo from Fleabag County, but a SEA GULLIATH attacks.
A life boat floats nearby with a skeletal GHOST rowing. They are hostile to anyone who attempts to stop them from rowing.
80
The boat has a chest filled with 3 pouches of Gold Coins.
81 A terrible storm rolls in with furious lightning strikes that have sent a group of LIGHTNING EELS into a frenzy.
A court jester has escaped a Daggerheart attack. They ask to join the PCs and stop off at the next town. It’s a trick. The
82
jester sabotages the PCs ship at the next opportunity, and signals the PIRATES to attack.
83 A human sailor pleads for food and fresh water. He’s been lost at sea for days after a KRAKEN attack.
84 A derelict ship teems with SQUIDGEONS that must have eaten the crew. The ship is headed straight for a coastal village.
The PCs find an old smuggler’s camp, abandoned save for mindless SKELETONS dressed in pirate garb digging holes aimlessly.
85
They attack if harassed.
86 A bloom of FROST JELLIES freeze the waters around the PCs and/or their vessel creating a sheet of thick ice.
87 FINFOLK pirate-hunters accuse the PCs of being in league with the Daggerhearts.
Coins are scattered at the edge of a sea cave. Following them leads to a sleeping VULTOR , nesting on a bed of more (about 5
88
pouches of Silver Coins).
89 Nimbleness Check to avoid a sick SEA SERPENT who sneezes slime so sticky that all affected suffer -1 to all actions for a day.
A PIRATE accountant knows too much and is being hunted by Cyclopes Pirates. Help the accountant escape to safety at
90
Anchorbottom before his old crew find him.
A lone gelatinous goo, called Loog, emerges from a fogbank. Loog communicates that his journal containing his two hundred
year life story was stolen from him. Loog asks the PCs to steal back the journal from PIRATES that robbed him while he slept.
91
It’s a trick. The PIRATES are in the camp nearby, but all of them are cursed from the journal. Any one that touches it suffers a
random CURSE and anyone that reads it, suffers two.
DEEP NYADS swim to the PCs in a panic. They've just witnessed a ship being swallowed by a LEVIATHAN , but there are too
92
many survivors floating in the water for them to save without help.
93 YOWLJACK sailors sing and dance on the deck of their ship when suddenly it catches fire.

A storm has ripped the sails off of an explorer vessel. The goblin attempting to fix the sail is fighting off a SARVANG as he
94
dangles from the mainmast.
A NARWHALRUS emerges looking ill, apparently from a giant barrel stuck in its blowhole. The beast will surely perish if the
95
barrel isn't removed. Worse, it begins to panic and thrash.
SELKIE treasure hunters ambush the PCs. If they defeat the PCs, they force them to a cave filled with booby traps to retrieve
SCALAWAG STRAND

96 a treasure. If the PCs fight off the SELKIES , they'll surrender the treasure cave's location. The cave is RANDOM DUNGEON , left
behind by Daggerhearts.
A SEA SERPENT fights a KRAKEN . The waves are choppy as the monsters battle and PCs need to avoid the fight or risk their
97
vessel being capsized.
A squid, the size of a cow, emerges from the water nearby and waves the PCs over. If they approach, the squid jumps out of
98
the water just in time to avoid the jaws of a SABERFISH , who looks to eat the PCs in the squid’s stead.
A welkin mail carrier delivers a random note from one of the PC’s Allies. They’ve been kidnapped by Daggerhearts. The
99 PIRATES demand the PCs meet them at Hornswoggle Port with a ransom of 5 pouches of Gold Coins or their Ally will be fish
food.
The flotsam of a shipwreck drifts aimlessly in the water. A TERRORPIN lurks beneath the shipwreck searching for survivors to
100
eat.

64
Discoveries
1d2 discoveries

1 An escaped prisoner washes ashore with a treasure map. They'll share half for help digging it up but it’s 10 Hexes away.

2 The PCs find an abandoned pirate camp filled with barrels of rascal cider and pickled squid.

Stone steps lead directly into a FINFOLK underwater cafe called the Coral Corral. Overlanders get a free side of kelp when
3
they visit.

The PCs find the bones of a welkin with an eye patch. The name, Eddie Pelikin, is carved into a nametag pinned to the
4
skeleton’s swash. Eddie’s bony wing points at a barrel of sack wine.

5 A KRABRAK prophecy peddler offers to read fortunes, free of charge.

6 A small, uncharted coral island is home to a thousand year old barnacle that really knows its history.

A message in a bottle washes up: "Help! Trapped on Terror Island! Looking for treasure… Big mistake! Please save me! Signed,
7
Quickblade Maggie.”

A human in tattered clothing with a huge beard scrambles in the sand looking for a cache from his wrecked boat. The fellow
8 isn't sure if it washed onto the shore or not, but it contains random Magic items. He will give one to the PCs if they find it.

A hundred foot long severed tentacle stretches over the beach. It is still grasping a person dressed in a highly advanced
9 diving suit. The suit still works, but has a long dead skeleton inside.The suit provides air underwater for 2 hours. 3 Inventory
Slots.
The PCs discover a tide pool filled with singing clams. Clap for them and the largest spits out a pearl worth a pouch of Gold
10 Coins.

11 A FINFOLK in a petticoat sits on a stool facing a palm tree. They seem to be fishing for squirrels skittering around the tree.

A huge hermit crab, housed in a massive bejeweled shell, conducts a lively bartering session with a bogril junkmonger. The
12 two haggle over what they call a calculation clam, an apparently valuable sea creature. The hermit crab won't part with it and
the bogril junkmonger won't leave without it.
Hundreds of bright meteors fall from the sky, one of which lands close enough to hear the impact. Within the crater are two
13 STARFELL SHARDS.

A fancy vessel crewed by bards invites the PCs to a celebration. The famed Percival Dante is on board and about to begin a
14
concert.

A gigantic sea turtle with a house on its back rises from the deep. A SHARKUNI emerges from the house and asks for
SCALAWAG STRAND
15
directions to Anchorbottom.

16 A whalen rascal named Bolly offers a meal of fried squid sticks in exchange for any juicy rumors.

A FINFOLK knight-errant riding a giant hermit crab offers to aid the PCs’ quest. The knight is unfamiliar with being on land,
17
but very enthusiastic about exploring it.

A welkin explorer named Wimbly is happy to see someone else out in the wilderness. They're eager to help the PCs reach
18
their destination without delay, if they don’t mind the company.

A merry PIRATE ship called Mousetrap, helmed by Tyco the Rat, extends an invitation to celebrate the night after a big haul.
19 If need be, the pirates happily take the PCs to their next destination. “No one’s a stranger at sea!”

65
1d2 discoveries
A FAERIE trapped in a bottle floats on the water crying out for help. Help her escape and she gladly offers Magnificent items
20
back at her home in Dunk.

The annual Conqueror Crab Feed is in full swing as folk from all over bustle over boiling pots while music echoes over the
21 water. The PCs are invited by a squat, old quortle named Miss Mardy. Enjoy a delicious crab feed with roasted giant carrots
and games. Miss Mardy is highly interested in the PCs’ adventures.
A whalen fisher has an overabundance of shrimp that will likely spoil. PCs are welcome to refill their supplies (1 Normal
22 Ration each). “It's a dangerous world out there, may as well face it with a full belly when you can.”

A gigantic NARWHALRUS crests over a wave and winks at the PCs playfully before returning to the deep. Lore Check: the
23
whale is Old Tum, a legendary folk god.

24 A huge vessel armed with cannons sails nearby flying the flags of the Mucklands Trading Co. and offers to escort the PCs for a day.

Amidst the wreckage of a ship, a shiny cannon floats on some debris. It’s small, about the size of a blunderbuss, but counts
25 as an artillery weapon and inflicts 1d6 Dread against ships.

26 Beautiful weather and a strong breeze grants Advantage to Travel Checks for the next 24 hours.

A KRABRAK roasts huge clams over a fire. They ask the PCs if they know the way to Conch and offer some clams for
27
directions.

SELKIE explorers sing in harmony as they celebrate the completion of their new ship, Landlubber. The ship, however, looks
28 like a regular land wagon and doesn’t even have sails. They are on their way to chart the Mucklands.

29 FINFOLK repair their vessel on the shoreline. They offer the PCs a ride or rumor trade in the morning if they help fix it.

A gigantic conch shell is furnished on the inside with furniture, decorations, beds, and a fully stocked pantry. It is otherwise
30
abandoned.

A detached ship’s figurehead drifts in the water—a golden griffon, with tucked wings and eyes of amber. It’s in great
31 condition and clearly valuable.

The sea glows blue with bioluminescence like stars. The blue light transforms into beautiful patterns and shapes, some even
32
become happy mirror images of the PCs. The lights go out as dawn approaches.

A pelikin paints a seascape but is struck by one of the PC’s grace and beauty. The painter considers the PC her muse and
33
wants them to pose for a day.

A low tide reveals some ruins. They lead to a nyad structure with starfish clung to the walls. One of the starfish points to a
34 chamber. Inside are silver dolphin saddles.

A KRABRAK called Klak the Soothsayer shares visions of a PC's Personal Quest. This also grants Advantage to one related
35
action in the future.
SCALAWAG STRAND

36 A volcanic well bubbles up into a tide pool creating a delicious stew of clams, snails, and crabs.

A tool chest floats by, filled with shipwright’s tools and detailed instructions for improving a ship’s Hull without hindering
37 speed. Successfully crafting with 40 Materials yields +10 Hull points to a ship.

38 A seagull drops a pouch of Silver Coins as it goes after a half-eaten cup of Nork's Noodles.

The ribcage of a sea serpent contains the wreckage of a ship. Skeletal corpses rest amidst the timbers, one holding on to a
39 remarkably well preserved book: Amaroo's Legends of the Sea, which grants +1 Lore about the Scalawag Strand or the open
seas of Eem.
A smiling PIRATE strums an old guitar while resting on a stone. They tip their hat and continue to sing a sea shanty: "So far, so
40 long, my love. Tomorrow shall be a morning to remember, for I am home." Once finished, he wishes the PCs luck, and should they
struggle to Parley with other PIRATES, he recommends they say: “Black Tully sings yer praises!” But that will only work once!

66
1d2 discoveries
Emerging from the sand is the head of a long buried statue, the height of an oak tree. The face is that of a young woman with
41
a crown on her head. Lore Check: this was a colossus of the former Empress of the ancient city of Epoli.

The PCs find a mine entrance half submerged in water. The mine glitters with ore veins. With some effort, a strong swimmer
42
could chip out 1d4 VOLCANITE .

A toy boat, no larger than a book, sails nearby. A closer look reveals that it is crewed by tiny crustaceans that salute the PCs
43 politely as they sail their ship courageously into the open sea to the south.

An enormous VULTOR screeches overhead like a demon before suddenly plunging into the water with an enormous splash.
44
Moments later, it explodes from the water with a big squid in its mouth and glides away into the clouds.

Fireworks explode in the night sky. A ship in the distance fires them from its cannons to celebrate its maiden voyage on to
45
the great sea. The ship is filled with explorers who invite the PCs to join them on their voyage to Dustwall Bay.

A pair of sailors reel in a catch and request some help. If the PCs oblige, the group manages to wrestle a treasure chest out
46 of the water. The sailors rejoice and offer a pick of the treasure (one +1 Treasure Hunting Check for an Old Hoard).

A colorful, elephant-sized snail scoots toward the PCs, begging their pardon. They’ve lost their way to Mushmash. If the
47 PCs share directions the snail delightfully thanks them by covering their ship’s hull in a magical slime that doubles the travel
distance for a day.
A SELKIE with a broad-brimmed hat practices pelicanry to scoop fish into their boat. If the PCs want to try, they could spend
48 Downtime training with the selkie to learn the Pelicanry Proficiency for Gold Coins.

A shrym who looks like they've been through a lot informs the PCs that they've won tickets to Krogland, as well as a free
49 dinner with Krog the goblin tycoon himself. Their names were randomly selected from a fishbowl in Wally's Waffles and
Woergs a while back.
A LEVIATHAN emerges from the water in the distance, so large it obscures the horizon. Suddenly, it bellows and burps an
50 entire ship from its mouth. The sailors cheer as they sail free of the great beast's belly.

Dolphins spring out of the water and splash the deck. They laugh and play, and one dolphin speaks to a random PC, saying:
51
“Love your hair!” before disappearing into the waves.

52 Otters bob toward the PCs and scramble into their laps. They offer oysters, enough to feed everyone.

The GHOST of a pirate captain salutes the PCs and proclaims that she is the finest pirate there's ever been. If asked her name,
53 she can't recall, but she's sure it's something great.

Blue crabs march along the shore in astounding numbers, snapping their claws rhythmically. It's a catchy beat and seagulls
54
bob their heads.

A GELK stands in the surf with a pelican perched on its antlers. They both lazily blink at the PCs before the pelican says:
55
“Fine morning, ain’t it?”

56 Something glitters in the sand along the shore. A large pearl worth two pouches of Silver Coins rests amongst a tangle of seaweed.
SCALAWAG STRAND
A patch of friendly FWITTLES bend toward the PCs and wish them a good day. They suggest the PCs take an alternate route
57
for safety. The PCs gain +1 to their next Travel Check if they follow the suggested course.

58 A glittering, golden fish swims to the surface, smiles, then swims into the deep. Everyone receives a random BOON .

A GOLEM , half-buried in the sand, rests its stony head on its balled fist in contemplation. As the PCs approach, it glances
59 over and waves one partially free hand, but can’t entirely free itself.

REEF NYAD children leap out of the water and splash. They laugh at the PCs for looking so strange and want to know where
60
they are from.

61 A goblin named Marvin rows over in a small boat and offers to trade Materials for Rations.

67
1d2 discoveries
A WHALEN paddles out of the sea and pulls out a book of Folk Tongue. They ask very slowly, "Which… way.. .to… Muck…
62
land… Har… boooor?"

One of the PC's Rivals is trapped in a rusty cage. They've apparently gotten on the bad side of some PIRATES and are willing
63
to turn over a new leaf for help.

A magnificent silver ship gleams in the sunlight. It’s impossible to see who is aboard in the glare, but they sing a beautiful song.
64 Catching the ship is impossible, but silver flecks glitter in the ship’s wake. If collected, they are worth a pouch of Silver Coins.

Sailors shouting “Heave! Ho!" haul a kelp-covered treasure chest from the water. They eagerly crack it open to reveal a
65 shipment of mechanical sputter-parrots all the way from Shrym. They can fly, squawk, and once per session, they can mimic
the sound of anyone’s voice. The sailors gladly give them away, as they consider them annoying, worthless trinkets.
A goblin smashes a bottle of rascal cider against the hull of his new ship, Gallant. The goblin, named Farnum, has spent the
66 last twelve years hand-crafting the ship and can’t wait to go on new adventures.

67 The PCs discover a tiny island rife with fruit and game. Hunting and Picking Herbs gain Advantage.

68 A barrel of rascal cider bobs in the water with a plaque on it that reads: “Award-Winning Brew.”

A ship that looks like a floating castle belongs to a KRABRAK king who has sailed all the way from western Eem. His entourage
69 asks what is the best place to land the castle, in exchange for riches of the sea (6 random Elemental Components).

There is a volcanic rock archway ahead. Fitting through with a large ship would be a tight squeeze. Lore Check: this is the
70
mythical Gate of Galahatch. Passing through the gate magically transports travelers 1d6 hexes in the direction they were headed.

71 The PCs find the remains of a ship. There's no one aboard or in view, but part of the ship can be explored. Inside is an Old Hoard.

The PCs stumble upon a tiny island of coral occupied by a small building called the Blue Coral Bed & Breakfast. Run by a
72 kindly FINFOLK couple, they are known for their Clam Benedicts made with fresh SEA GULLIATH eggs and BANDY CLAMS .

Waves crash onto jagged rocks where a small hut sits. Inside dwells the friendly sea hag Ozmada. She sells Potions of Water
73
Breathing for Copper Coins.

A SEA CHIMERA comes incredibly close to the PCs but does not attack. In fact, it’s been wounded by a golden spear sticking
out of its back. Once plucked, the beast swims away. The golden spear is a Magic item called Gold Tooth: The wielder
74
radiates a warm, golden glow that others find attractive. Grants +3 Dread against Large and Huge Adversaries. If thrown, it’s
still considered a melee attack.
A gnome hanging onto a floating piece of wood waves the PCs down. His name is L. Barry Berryton and his boat drifted out
75 of the Quagmash during a terrible storm. If rescued, he gladly joins the crew.

76 A pelican lands next to a PC and coughs up 3 random Fish Components, then flies away.

A submarine shaped like a brass fish rises to the surface and a hatch opens up. A shrym named Dagwood Daylaweez, with a
SCALAWAG STRAND

77
glorious mustache, asks to accompany him on a deep sea dive to monitor migrating SQUIDGEONS .

A tower of coral rises out of the mist. At the top of the tower is a strange crystal ball that can view 3 places in the depths of
78 the ocean: Deep Chasm, Crimson Curl, and Coral Forest. It always sees something interesting.

The captain of a shoddy merchant galleon is looking for a few fine sailors to round out their crew. They sail from
79
Anchorbottom to Conch selling canned fruit.

A SELKIE ship waves the PCs down. The captain bids the PCs come aboard for a feast of KRAKEN and LIGER SHARK soup. He
80
would love to learn the customs of Mucklanders.

A gargantuan shadow stretches over the bow. A sea GIANT, dripping wet and covered in seaweed, approaches and asks if the
81 PCs would like to see their shell collection.

68
1d2 discoveries
A DEEP NYAD scrapes glowing particles from the face of a black rock and places them in a glass jar. She explains this is a Triton
82
Stone. There are many of them scattered throughout the Strand, and they hold magic.

83 A shrym, wearing an Aquanaut 9000 Diving Suit, offers their old, regular diving suit if the PCs could use it.

A KRAKEN glides by in the water with a small boat tangled in its arms. When it sees the PCs, it daintily offers up the boat to
84
them before submerging into the deep.

The PCs discover a castle made of sand inhabited by a BEEVIL . The BEEVIL regards them as fellow royalty and asks what brings
85
them all the way out here to their remote kingdom.

A clam the size of a house babbles at a DEEP NYAD, who then translates that the clam is intrigued by the PCs. In exchange for
86
a secret, the clam tells the PCs a rumor about Scalawag Strand.

The massive skull of a SEA SERPENT is home to a boggle and wug who are looking for a nearby treasure. They’ll accept any
87
help finding it, so long as they can count on protection from thieves.

The PCs find an old treasure map that must be deciphered to understand. Realms Check reveals it shows the way to a spot
88
on Shipwreck Island.

A REEF NYAD lounges on a bed of seaweed, examining a pearl the size of a melon. "There are more where this came from," she
89
says, pointing to a cove nearby. Diving deep into the cove uncovers 1d4 pearls worth one pouch of Silver Coins each.

A DEEP NYAD chisels a huge stoic looking face into a slab of volcanic rock. When he is done, the stone face says, "All who ask
90 will be answered one question." The nyad asks, "Will I ever see my true love again?" The stone face answers, "Only if you
venture into the Deep Chasm," at which point the nyad breaks down and sobs.

Two FINFOLK traveling merchants wave from their shop on the back of a giant sea turtle. They are selling Herb Components
91
from Scalawag Strand for Copper Coins.

A smiling whalen braids giant strands of red kelp together, effectively creating paths through a kelp forest along the seafloor.
92
If possible, traveling the underwater path grants +1 to a Travel Check.

93 A sea GIANT fishes with her hands and tosses the fish she doesn't want to the PCs (2d6 Fish Components).

The PCs discover a ship at anchor called the Sitting Princess. The ship is actually an inn run by a gregarious SELKIE called
94
Princess Pepperwhiskers.

A rogue wave carries the PCs to a misty island covered in a tropical jungle. The place has a warm, dreamy feel, and it's
95
inhabited by a sea FAERIE named Muse who grants each PC a random BOON if they share something about themselves.

A boat full of traveling bards invites the PCs aboard for a rollicking good time, singing sea shanties and merrymaking. Each PC
96
may take a Downtime action while aboard. SCALAWAG STRAND
An alluring REEF NYAD basking on a rock sings an enchanting song. They take a liking to one of the PCs and wish to join the
97
PCs on their travels.

An elderly woman with a wooden leg sits at a desk on the beach with a line of PIRATES in front of her. She's taking
98
applications for the Woodenfoot Pirates who operate out of Hornswoggle Port.

Two PIRATES try on a variety of colorful clothes from a pile and ask the PCs what they think. If given an honest opinion, they
99
offer the PCs a free outfit of their choice!

A TROLL raises a net full of junk out of the sea using a pulley system. He rifles through it and declares, "You can have the
100
rest." Each PC gets 3 random Mundane items.

69
used t’be
CHAPTER 6
 

 forest


USED T’BE FOREST

70
Perilous Encounters
1d2 perilous encounters

1–2 A starving USED T'BE TIGER leaps from the brush and attacks.

3–4 The sky darkens and a giant SKROKWING swoops down to grab the PC with the shiniest armor in its talons.

A noble Felmog ambassador and his entourage funnel down the road. Anyone who makes eye contact with him will be
5–6
punished severely by their GUARDS .

Azrak the Poet recites a poem to the PCs. "Three Orders bound by oaths, forsake their past and bow to death. Alas for
7–8 Kreeth, alas for Khet, and the iron sons that were unmet." Azred demands a poem from the PCs in return. Fail to reply
and the PCs all share the same random CURSE .

A team of boggart lumberjacks cut down a tree. As the PCs choke on a cloud of sawdust, a THOAD springs out of the
9–10 stump and tries to devour the lumberjacks.

Jummy the Hauker, a FAERIE merchant, surprises the PCs with items for sale. Through some sort of magic, he is actually
11–12
selling back a random item in each PC’s inventory for Gold Coins.

A goblin engineer has his tie caught in a giant stump grinder. If he doesn't get free in the next thirty seconds, he's
13–14
mulch!

A Krog & Sons Inc. taskmaster forces boggles to lower themselves into an abandoned well to fetch his lost watch. The
15–16 boggles are terrified because the well has a CLUNCH DRAGON at the bottom.

A charred black tree has twelve axes embedded in it, but there's nobody around. The tree is a cursed BEAMKIN .
17–18 Removing an axe wakes it, and it attacks. However, removing all of the axes, frees it from its curse, for which it is
eternally grateful.

Mimzy Momzy's Traveling Sideshow is headed to Fleabag County. Mimzy fears her most dangerous attraction has
19–20 escaped, and warns the PCs about "Marty" the wolf (actually a WEREWOLF). Marty is already stalking the party.

Just before mealtime, the PCs find a Nork's Noodles Nook. If the PCs stop to eat, a patron gets sick and coughs up a
21–22 PLYXIAN PILE WORM . Upon closer inspection, all the noodles are slightly squirming. Everyone who ate is infested with
PLYXIAN PILE WORM eggs that will hatch in 3 days unless they find a cure.

A group of BANDITS chase a shrym, shouting “traitor!” As the shrym, Shumwise, bumps into the PCs, he swears he
23–24 isn't a turncoat and has no idea where Brunt Manheel's loot is! Save him from Brunt's gang and he vows to be the PCs’
devoted butler.
USED T’BE FOREST
25–26 A Subterranean Pits and Lairs LLC armored carriage is under attack by a horde of ORCHES .

KILORATS spill from a sewer grate that is spewing green gas in the middle of nowhere. They are violent and attack
27–28
viciously. Breathing in the gas for more than 3 rounds causes aggressive and violent tendencies for 1d6 days.

A windowless wagon zooms by from out of nowhere. A huge masked occupant leans out of the door and tries to snatch
29–30 the lead PC with a big potato sack (Nimbleness Check to avoid). The wagon is headed towards a cave, a BANDIT mining
operation, and the kidnapped PC is meant to be forced to work.

The road veers off into a field of thorny bushes. KOBOLDS skulk in the shadows and attempt to lure the PCs into a net
31–32 trap to ENTANGLE and rob them.

71
1d2 perilous encounters
The PCs find a basement door that leads into a bunker of some kind. Below are beds, footlockers (each an Old Hoard),
and a note pinned to a bulletin board that reads: "Off to the Fleabag County Fairgrounds. There's rascal cider in the
33–34
broom closet, help yourself. Just don't touch anything else or Glarmy will be mad." Glarmy the GHOST is extremely
hostile and won't share a single thing other than the cider.

A massive, hundred-foot tall mushroom towers over the path. It releases spores that cause PCs to forget one Ability for
35–36
the remainder of the session (Vitality Check to resist).

A boggle and a wug have tea on a tree stump over a delightful spread. They invite the PCs to join them. The food and
37–38 tea is drugged, anyone who partakes falls unconscious (Vitality Check to resist). The wug and boggle rob the PCs of all
of their money and food.

Piles of trash and junk litter the way forward. Navigating through it is a RANDOM MAZE , and at the end is a CANKERBOAR
39–40
in its sty.

It starts to rain acid from green clouds in the sky. If the PCs don’t find shelter immediately they suffer 1d10 Dread and
41–42
ruin a random, exposed non-Magic item.

43–44 The surrounding rocks are covered in threads of strange silk, the nest of a group of DRACOPILLARS .

A random PC steps on a SCRAGGLE , which screeches in pain and surprise, summoning a dozen more SCRAGGLES , itching
45–46
for payback.

The PCs discover a comfy-looking giant shoe with a chimney and a door. If the PCs enter, a GIANT approaches from
47–48
behind a dune and tries to put on the shoe, about to smoosh everyone!

The smell of brimstone wafts from a cave mouth. A DRAGON called Sowar Naldrak emerges with a venomous stare.
Lore Check: Sowar Naldrak is probably two thousand years old and responsible for the destruction of the Felmog city
49–50
of Pryn. Sowar Naldrak glares at the PCs as molten saliva sizzles on the rocks. "Have you come to make names for
yourselves? Or are you just unlucky enough to disturb me? Both bore me, so answer well."

A random PC steps through a tiger pit trap and falls into what is now a USED T'BE TIGER den. The beast growls and hisses,
51–52
hunger in their eyes.

The clatter of pots and pans echoes from inside a dilapidated hut. Opening the door reveals a flock of wild WYVERNS
53–54
tearing the hut to pieces.

Recent flooding and a stretch of steep hillocks make travel slow and hard. Going around adds 1d4 days of travel.
55–56
However, there is a tunnel bored through one of the hills. BLINKING CAVE-INCHERS cover the walls.

BANDITS attack a nearby caravan and take the passengers hostage. They intend to sell them to a hungry GIANT INKPOT
57–58
SPIDER in exchange for a hoard.

Miners flee a mine erupting with molten rock as a disturbed colony of VOLCANOIDS pursue. The only escape from the
59–60
USED T’BE FOREST

spewing lava is to leap from stone to stone.

A sorcerer in yellow robes, Vek Madorio, is delighted that his spell to summon the PCs has worked (he’s lying). He
presents a deadly ultimatum—steal the Black Tongue of Kanda from the vault in Subterranean Pits and Lairs HQ and
61–62
return it to him, or face the SORCERER now and be destroyed. Lore Check: the Relic is made from the petrified tongue of
the DRAGON Kanda, said to have the power to bestow the ability to make irrefutable commands.

A boggle cries for help, hanging from the sail of a spinning windmill. If the PCs attempt to save the boggle, she shoos
63–64
them away. "There's no more room, find your own escape route!" Suddenly, WEORGS attack.

65–66 SARPATHI REAVERS riding SARVANGS ambush the PCs.

72
1d2 perilous encounters
Perception Check or else quicksand engulfs each PC that failed. Not only is there the threat of drowning in sand, but
67–68
should the PCs escape, BANDY CLAMS emerge and attack.

A random PC is stung by an insect suffering 1d6 Dread, only to realize a buzzing cloud of CAIRN STINGERS is angry and
69–70 attacking.

For whatever reason, the PCs’ water supply is running lower than expected. Luckily, there is a nearby well. Unluckily, it's
71–72
filled with DARKLINGS poised to attack.

There’s an explosion nearby and a plume of smoke streaks across the sky. A giant piece of mining equipment falls
73–74
directly toward the PCs!

The PCs find a seemingly abandoned mining camp, but are suddenly attacked by the crew of RIVAL DUNGEONEERS who
75–76 accuse the PCs of claim jumping.

The PCs lose their way in the rain and mud, but a lonely light gleams amidst some ruins. A hungry OGRE named Progo
77–78
dwells within.

Lezlo, a lost court jester with a strange smile, wishes to join the PCs for the evening. Once asleep, the jester tries to bite
79–80
a random PC, revealing themself to be a roving VAMPIRE .

The lead PC stumbles into a WARSP nest entrance, a large hole in the ground. They declare war, suspecting the PCs
81–82 came to steal their loot.

A boggart woman stumbles down the path calling for help! SARPATHI REAVERS are kidnapping people from her village
83–84
right now, including her husband.

The PCs are halted by FELMOG KNIGHTS on horseback. The leader, Ursalo, accuses them of stealing treasure from a
85–86
Felmog caravan headed to the Middle-Route Run.

On the side of the path is a half-buried, stone statue of a human with a scowling face.Its eyes follow the PCs’ approach.
A gold amulet glitters around the statue's neck. Removing it releases the SORCERER , Nal Kadan, from his stone
87–88
imprisonment. Nal Kadan is hostile, having been imprisoned by heroes a thousand years ago. The amulet, a Relic called
Stonebind, was originally created to help a troubled queen sleep. It turns anyone who wears it to stone.

A sinkhole swallows the PCs, dropping them into a stone chamber. A SARGOG lurches from the shadows, offering the
89–90 PCs death or servitude.

Former Krog & Sons Inc. RIVAL DUNGEONEERS demand the PCs hand over their belongings or join their new
91–92
dungeoneering outfit.
USED T’BE FOREST
93–94 A hungry BLYNX leaps from the dunes and tries to eat the PCs.

BANDITS with a stolen catapult demand all the PCs’ coins and items. The catapult inflicts 2d12 Dread to all within Close
95–96 range of its target, but suffers -1 Attack.

97–98 A GWARGLEBEAST barrels out of a collapsing mine and threatens to trample the PCs.

The PCs wander into an empty town. After a few moments, a goblin worker screams: “What are you doing?! Get out of
99–100
there!” Demolition charges go off and buildings start to explode around the PCs!

73
Dangerous Encounters
1d2 dangerous encounters
A blind bugbear stares at a signpost that points in the direction of Dunk. He says he needs to get there posthaste and
1
deliver an overdue bridge toll to Shrugga the Stomper.
The PCs find a gnome in a cage who was imprisoned for planting trees. The gnome asks to be set free just before the
2
KOBOLDS responsible return.

An escaped prisoner is on the run from a tycoon for stealing a precious gem. They swear their innocence, but beg for help
3
hiding a beautiful blue gem.
4 A bard heckles the PCs as they pass, making fun of a random PC in particular.

5 A group of miners are under attack by CHROMADYTES after they took a giant pink gem from a nearby cavern.

6 Gramble's Fun Fair is here! The carnies are ghoulish, but the games are free. Should a PC win, their prize has a random CURSE .

A bogril prop comic sits on a rock with a giant rubber thumb extended. "I'm headed to Wally's Amateur Night! You want to
7
come?" Unfortunately, BANDITS are hunting the comic for stealing their money.
Two BANDITS box in an open glade, a one-eyed bruiser and a nimble pipsqueak. As their rowdy comrades hoot and holler, a
8
sleazy boggart in a shabby top hat takes bets on who will win and asks the PCs if they’d like to wager.
An angry mob with torches and pitchforks warns the PCs about a living “gloomwork” SKELETON roaming the countryside
9
with a battle axe.
A stagecoach approaches with just enough seats available, free of charge. However, BANDITS attack the coach just a few
10
miles into the journey.
Eddie the MANTICORE is on strike, raging about inadequate dental insurance and vacation pay. He’s got a crowd, but they’re
11
not listening and that makes Eddie want to eat them.
12 A wild-looking KOBOLD insists he is a wizard and accuses the PCs of stealing his invisible dog.

13 Two DWEORGS have lost control of a snared USED T'BE TIGER . The giant cat isn't happy.

14 A YOWLJACK raiding party lays siege to a caravan of goblin merchants from Fleabag County.

15 A SKROKWING flies overhead casting a huge, ominous shadow.

A huge group of boggles block the path and deny the PCs passage. Unless, that is, they renounce allegiance to Krog the
16 Tycoon and agree to join the boggles’ revolution. Momentarily, Krog and Sons MERCENARIES are coming to break up the
crowd.
The ground collapses. The PCs slide hundreds of feet down into a crumbling tunnel to find a group of miners that have been
17
trapped for days.
18 A bogril junkmonger is trapped in a hungry INKPOT SPIDER'S web.

Grashnog the ETTIN camps nearby and is secretly in love with another ETTIN named Luk'la. Grashnog wants advice about
19
USED T’BE FOREST

how to win her love, but if the advice fails, Grashnog tries to eat the PCs.
20 Nearby, a BLYNX is asleep and invisible. Any noise has a chance to wake it up.

Bogril Bulwarks attempt to arrest the PCs for robbing a caravan. Their description matches the witness' testimony perfectly.
21
The witness is a random PC’s Rival.
22 A lone rider approaches fast, chased by a herd of THUNDERHORNS .

An old human knight challenges the toughest looking PC to an honorable duel. If the PC wins, they gain the knight's aid for
23
the remainder of the session. If they lose, the knight will spread word of their inadequacy.
A wealthy bugbear merchant hails the PCs and asks to travel alongside them, since they’re going the same way. THIEVES
24
ambush the PCs and the merchant the next time they camp.

74
1d2 dangerous encounters
25 An skeleton gripping a single gold coin leans against the entrance to a mine (RANDOM DUNGEON).

A gruff boggart WARRIOR called Rotgar the Bold berates his squire Kip because the boy can't lift a two-handed sword. Rotgar
26
disowns Kip, leaving him to “die out here as he sees fit.”
A traveling fortune teller insists the PCs come into their wagon for a reading. Whoever pays 1 pouch of Gold and has their
27
fortune told gets an additional Quest Point for the session. Those who do not lose a Quest Point for the session.
A TROLL named Skunkworth the Smelly stops the PCs just before a bridge. Skunkworth won’t let anyone pass for less than
28 Silver Coins each. If they try to avoid Skunkworth and are unsuccessful, he passes on his stink (-1 to all Social Checks for the
session).
Sven the Yodeling TROLL is waking up villagers in the middle of the night, and the town mayor wants someone to give him a
29
stern talking to.
A fight between SPL and Krog & Sons RIVAL DUNGEONEERS breaks out on the road. Each side demands to know which side
30
the PCs support.
The PCs find a goblin who fell off a wagon and broke his foot. His name is Earl and he is both in need and very needy. Suffer
31
-1 to Travel Checks until Earl is safely out of the PCs’ care.
Skarn the Brutal, a boggart WEORG herder is taking his pack to pillage Fleabag County. But there's a long road ahead and his
32
pack is hungry for the PCs!

33 A gnome busily plants seeds in a wasteland but every seed they plant gets eaten by SINKWORMS shortly after.

34 Bogril Bulwarks search for a fugitive called “Cutthroat” Crumpler. They demand to deputize the PCs to help catch Crumpler.

35 Zulg the TROLL is terribly ill from eating a poisonous fish. He pleads for medicine between bouts of vomiting.

A SPARROW-SPRITE asks the PCs to deliver a message to someone named G. Barnum Wanderbout who was on their way to
36
Wally's Waffles and Weorgs. When opened it reads: "The Serpents of Sarpath have found many Eyes. Be warned.”
Ella Smidgely is selling discount fireworks (5 for Copper Coins) on the side of the road when, suddenly, a whole crate of them
37 go off, startling her ZOZO BIRDS who scatter into the wilderness. If anyone uses the fireworks, there’s a 1-in-6 chance that
they inflict 2d10 Dread to the user.
A shrym named Blimey Peach is stuck in her own giant mouse trap. Peach frantically tries to escape before the KILORATS
38
come back.
Arty the pushy TROLL blacksmith pressures the PCs to buy his amazing weapons for Copper Coins each. The weapons,
39
however, are of such poor quality that the first time they are used, they break.
A troupe of boggart musicians are missing their kazoo player. They need a replacement to perform for the local crime boss or
40
they’re in big trouble.
A boggart woman’s child is sick. She curses the Witchbreath of Quagmash, convinced her daughter has been afflicted by it.
41
She pleads to help her find a healer.
A student from Dungeoneer Academy got separated from their field trip and has been lost for days. She asks to join the PCs
42
until they reach the next settlement.
Todd Brenk, step brother of SPL's Dastina Brenk, spots the PCs trouncing through company land. “You're trespassing on
43 Subterranean Pits and Lairs LLC property!” Unknown to the PCs, they start the next session with a BOUNTY HUNTER after
USED T’BE FOREST
them.
A parade celebrating Agravaine Bide Day marches along the road. Some raucous merrymakers smash rascal cider bottles as
44
they sing in celebration of the legendary dwarf warrior who once punched a skrokwing out of the sky.
A private detective named Barry Boarbelly asks the most charming PC about where they were last night. He's investigating
45
the disappearance of a precious stone from Unassailable Co.
A BOGRILLIAN TORTOISE wanders down the road without its rider. Investigating the saddlebags shows that it belongs to a
46
Bulwark named Rork.

47 A large skunk blasts the PCs with its noxious spray. All Social Checks suffer -1 until the scent is properly washed away.

48 Dozens and dozens of fish float belly up in a creek. A logging operation upstream is polluting the nearby water supply.

75
1d2 dangerous encounters
A dungeoneering recruiter attempts to hire the PCs. He promises adventure, exploration, and excitement. If they sign the
49
exhaustive contracts, they are responsible for catching a loose MANTICORE in SPL headquarters
A wanderer in a filthy coat is eager to sell a Magic item of mysterious origin. But the wanderer will only trade for a dangerous
50
favor in the future.
51 WARBLING TRAPNOODLES wriggle and writhe from a hole in the ground, biting at the PCs' legs!

52 As the PCs pass under a rocky outcrop, a group of STALAG MITES drop from above and attack.

53 An ornery WUNGALOPE bucks its rider and runs away scattering luggage everywhere.

54 A group of MERCENARIES try to intimidate the PCs into hiring them for “protection.” If they refuse, expect a scuffle.

55 A PC accidentally steps into a GUARDVARK burrow, angering the critters.

56 A RAMGORE charges at the PCs, challenging them for dominance of the area.

57 The sounds of thunder fill the air. A stampede of THUNDERHORNS leaps and crashes towards the PCs.

58 A group of KOOGRAS stalk the PCs through a field of dead grass.

59 A murder of SCARE CROWS circle above and jeer, threatening to attack when the PCs least expect it or at the worst moment.
A wandering CHROMADYTE is lost after escaping the capture of DWEORG poachers. They need to find a way back to the
60
Underlands.
Town GUARDS are searching for a wanted murderer called the Nackadonkee Strangler. Unfortunately, their search has led
61
them far from home and they're out of food.
The clatter of jewelry and the cackle of three HARPIES perched on a dead tree echo from above. One of them crows in a sing-
62 song voice: "You stum-bum-bumbled into the wrong, wrong place! Better wipe that stunned bum grumble off your long,
long face!"
63 A hungry MUNG darts from the shadows, grabs a random item from a PC, and begins to devour it.

A crew of YOWLJACKS scour a campsite and shout: "Where are they?" When they see the PCs, they brandish their weapons
64
and demand to know where the Green Gallivanters ran off to.
A pair of RIVAL DUNGEONEERS who are either on the same quest as the PCs, or have some other reason to sabotage them, set
65
off explosives to cause a rockslide.
66 CRAG LIZARDS chase a terrified boggle out of a mine and head straight for the PCs.

A SNAGBUNNY hops toward the PCs. It's cute until it grins revealing devilishly sharp teeth. A dozen more leap out of hiding
67
places to attack.
NABBER RATS rush the PCs and steal random items, then dash off into cracks in the ground. Pursuing the rats leads to a
68
RANDOM DUNGEON.

A boggle shoots a warning arrow. “Scram if ya know what's good for ya!” The PCs have stumbled upon a secret Sootfinger
69
Gang hideout and the gang is ready to strike.
While navigating a field of throngweed, the din of buzzing gets louder and louder. At the center, the PCs find a BRAMBLEBEE
USED T’BE FOREST

70
hive.
As the PCs tramp over a stretch of rocky terrain, SLAGMUNCHERS emerge from below, clearly disturbed. They begin spitting
71
rocks!
72 MUCKLAND BATS swarm a Dungeoneer Academy recruiter. The bats already stole his hat and now they're after the rest of him.

Two bickering PIRATES bury treasure far from the sea. Ill-suited for desert terrain, they start to fight with each other, but
73
quickly turn their aggression towards the PCs.
74 Lumberjacks flee from an enraged BEAMKIN that they mistook for a regular tree. The BEAMKIN wants to teach them a lesson.

A USED T'BE TIGER has a paw stuck in a trap. Though in danger, the tiger attacks anyone who tries to help it. If freed, the tiger
75
follows the PCs without them knowing and leaps to their aid the next time they are attacked.

76
1d2 dangerous encounters
76 A brush fire crackles over the hill, where a quaint village lies. If left to grow, it could cause a catastrophe.

Two CENTAURS ride toward the PCs over a hill and demand an audience. They are about to engage in a dance battle with
77 each other and need the PCs to judge who the winner is. If the PCs judge wrong (based on each CENTAUR'S opinion (one is
honest but prideful, the other tricky but cautious) the loser returns for revenge in the future.

78 A lumber mill is on fire and there are goblin workers inside pleading for help.

A group of gamblers are headed to Bogtown, but one of their number is lost. The lost gambler is hiding under an abandoned
79
wagon nearby as KROWLS surround him.
The PCs are mistaken for an old BANDIT'S crew and are encouraged to help finish a heist of a tycoon wagon train expected to
80
pass by in the morning.
A DWEORG wagoneer demands the PCs get off the road, except signs warn of SINGE VIPERS .. The wagon bears a dangerous
81
load of MUNG trapped in jars, headed to a Bogtown security company.
A SPITHRA water peddler sells Magic water for Copper Coins per serving. Drink and roll 1d6: 1–2 inflicts a CURSE , 3–6 grants a
82
BOON .

A boggle and a welkin, two desperate MERCENARIES , hold up the PCs with crossbows, but they don't want money. They want
83
food and water.

84 A dust storm reduces travel to a standstill. Seek shelter or suffer 1d12 Dread.

A group of SARPATHI REAVERS chase a Subterranean Pits and Lairs courier. Her name is Carla and she has in her possession a
85
valuable spell book that the sarpathi desire.
MERCENARIES are escorting a shrym cave-eater to Unassailable Co. for repairs when it suddenly falls into a sinkhole,
86
threatening everyone's lives.

87 A hungry WEORG pounces from a hidden outcrop of rocks.

A shrym has invented a mechanical sputter-wing backpack that he has never tested. The shrym asks a PC to give it a try with
88
a wince. Tinker Check at -1 to successfully test the device.
A group of miners pleads for help. TOMMYKNACKERS are stealing tools and causing cave-ins at a Krog & Sons Inc. silver mine
89
nearby.

90 DRATCH highwaymen hold up a group of DWEORG pilgrims leaving for the Drippy Downs.

91 WRIGGLING SNARPS have come down from the mountains to search for food. The PCs look delicious to them.

A bugbear RIVAL DUNGEONEER rounds up DWERFS with a big stick, forcing them to jump into barrels that he hammers shut.
92 The dungeoneer doesn't care that he's being cruel; he needs to remove them from the Krog & Sons Inc. oil drilling site by
any means necessary.
The PCs find an old graveyard where something moves among loose piles of dirt. MOONRATS are using the old graves as
93
nests.

94 An old quarry littered with split stones and broken boulders. A hidden SLAGMUNCHER attacks if woken from its long slumber.
USED T’BE FOREST
95 TROGGLES throw stones at an enraged RAMGORE chained to a post, laughing and hooting.

A geyser of burning liquid bursts from the ground; it's some sort of industrial accident. A MUTANT emerges from the shadows
96
and attacks.

97 The PCs trespass onto Unassailable Co. corporate land, facing a fine or worse from a group of GUARDS .

The wounded squire of a FELMOG KNIGHT, who was killed by USED T'BE TIGERS , needs immediate help and passage to The
98
Stone.
A boggle WITCH named Dotty wants a random PC to rub her weary, but powerfully smelly feet. The PC that does so receives
99
a pouch of Gold. If the PCs refuse, the WITCH CURSES their travels (Disadvantage on Travel Checks for 3 days).

100 A Subterranean Pits and Lairs surveyor falls into a crumbling trench, and SKELETONS begin to shamble out of the ground.

77
Discoveries
1d2 discoveries
A boggle sits in a wispy, white birch tree. She explains it’s one of the last living trees in the region. She’s a member of the
1 Green Gallivanters and sworn to protect it.

The PCs find a log cabin outpost in a clearing marked with a cricket banner. A FLINDERKIN notices the PCs and flips the
2
Closed sign to Open. His name is Yek, and he sells potions in addition to running a motel.

The PCs find an abandoned picnic spread on a rock. A friendly gnome waits to "ambush" them for lunch, eager for any rumors
3 or interesting stories.

A shrym excavator drill sits idle outside an old tunnel. The drill seems to be in good working order, but has no apparent
4 owner.

A mute GOLEM sits on a rock covered in bird droppings. Cackling SCARE CROWS perch on its shoulder. If anyone shoos away
5
the crows and cleans the GOLEM , it follows and protects them and their allies for the rest of the session.

Outside of a mud-covered, old tomb is a sign that reads "Graverobbers Beware!" Inside is a GHOST surrounded by treasure,
6 an Old Hoard. The GHOST says threateningly, "You're welcome to pay your respects, but take anything and you'll be like me."
However, adding Coins or treasure to the hoard grants a random BOON .

7 The PCs find hoofprints with flowers growing in them. A Wilderness Check confirms these are UNICORN prints.

The PCs find a love letter in the mud addressed to a Marla from someone named Nom. There is much regret and sorrow in
8
Nom's words, as he fears that he will have died in vain on a “fool's errand” for the Thane of Munch in Fleabag County.

A chorus of POCKET FIDDLERS play a surprisingly melodic tune. If a bard plays along, they are able to harmonize together.
9 Afterwards, the POCKET FIDDLERS bestow a Magic twig to the musician: Once every session, summon a POCKET FIDDLER to
play music.

10 The PCs find a tunnel lit by luminescent fungi. Any mushrooms taken glow faintly for several weeks.

11 The PCs find an abandoned carnival. All the games and prizes are intact, but there's no sign of the carnival workers.

12 A BANDIT dangles in a cage, abandoned by his gang. He offers to lead the PCs to his Loot Pile nearby if they let him down.

A toadstool ring grows all around a cool, clear pool. Drinking from the pool heals 2 Courage, but compels them to spend
13 another Travel Turn of their journey here.

A massive mechanical saw with enormous adamant teeth is partially obscured by thorny brambles. Lore Check: this is King
14 Graag Gargoon's Saw, forged by the boggarts of Munch at the dawn of the Dungeon Era. It can cut through any substance,
USED T’BE FOREST

be it wurlwood, stone, or solid steel.


An old welkin hermit named Nedward Quip has lost a book from his library, an Encyclopedia of Fun Facts. Find a replacement
15 copy and bring it to Bogtown, and he’ll trade a Magic item.

A gaggle of boggles climb on top of each other, trying to fit into a trench coat. The boggle acting as the "head" puts on a hat
16 and tries to play it off that he's a goblin tycoon, late for an exclusive party at Subterranean Pits and Lairs LLC. The boggles
awkwardly shakes hands before stumbling into the wilderness.
Gaudy Wartfarthing, a goblin merchant, offers Magnificent wares of all kinds. Trouble is, his wagon fell into a sinkhole. Help
17 him get the wagon out in return for two Magnificent items.

The PCs find a locked treasure chest poorly obscured by dirt and debris. Inside is a note: "Hardy's Hideaway. Password is
18
‘Pumpernickel.’ Ask for the one-eyed bogril Obie Dundy—he's got jobs for rogues like us."

78
1d2 discoveries
An iron door stands in the middle of the path. No building or walls, just the door, and one can walk around it. However, it
opens when knocked on, revealing a stone room. The room has two doors, one locked and one unlocked. The unlocked door
19
leads outside again, and going through it makes the room and original door disappear entirely. Behind the locked door is an
Ancient Hoard.
A wandering quortle monk named Squode is searching for the meaning of life. They decide to accompany the PCs on their
20
journey, if allowed.

A gnome asks to make camp with the PCs to swap stories. If so, she makes dellberberry stew and asks everyone about
21 themselves. In the morning she is gone but leaves a note addressed to the least forthcoming PC: "You matter. You are loved.
Let the world in."
A DRYAD strides over a hill, its body a weave of roots, vines, and blooming flowers. The creature pays no mind to the PCs
22
unless they engage with it. Flowers fall from its underbelly as it walks, raining like confetti.

A migrating flock of thirsty ZOZO BIRDS stampede toward a watering hole. Some peck at the ground, looking for insects to
23
eat.

Three boggle WITCHES tend to a long queue of folks with a variety of ailments and misfortunes, including a boggart with the
24 head of a horse who waves at the PCs politely. The WITCHES cure curses for charity, proclaiming their motto: “Never seen a
curse we couldn't crack.”
A sign on a tree reads: “Welcome friends to the 40th Annual Used T'Be River Bandy Clam Bake.” It's a grand party with a
25 River Ball tournament (except there’s no water). The winner wins a Week's Vacation at the Wet Your Whistle Inn, a joint
famous for its Cheesy Griddle Snakes.
A gelatinous goo named Jurt is thrilled to meet the PCs after weeks of lonely travel. The goo invites the PCs to join them for
26
the three days and grants +1 Wilderness Checks when looking for Elemental Components.

A Green Gallivanter named Shirley Rootmonk accidentally planted a magical squash instead of a wurlwood tree. The squash
27
grew ten feet overnight and is ready to be harvested. There’s too much squash for Shirley, so she offers to share.

A blind DRATCH in dusty robes sweeps a cane over her path, but she misses a large sinkhole and is about to fall in. If helped,
28
she reads fortunes.

29 An underground well bubbles in a sand pit with a variety of plants around it (1d4 random Herb Components).

30 The shedded skin of a CRAG LIZARD lies discarded on the ground (1 CRAG LIZARD SCALE).

An abandoned farmhouse rests in a dune with a well outside the front door. The well looks functional. Pull up the bucket for
31
water and there are 5 random Mundane items.
A piece of red yarn is tied to a shovel at the mouth of a cave. The yarn leads deep into the cave to a chamber filled with
nothing but the ball of yarn sitting on a stone pedestal beside a note: "Congratulations! You're the lucky winner of Larby
32
Flabisham's Infinite Ball of Yarn. Good for not getting lost, lassoing tiny critters, and knitting as many sweaters as you'd like."
The Magic ball of red yarn never runs out, and grants the Wrangle Feline Proficiency.
The PCs find a tower half-buried in the sand. There isn’t much inside but a rusty box with an ordinary door knob inside it.
33 This is a Magic door knob called Wobbler's Knob: Place it against any flat surface and open a one-way door to a previously
visited location (2 Charges).
USED T’BE FOREST
Tarn Tuckertrout, a bugbear antique appraiser, can fully identify any Magic item or Relic in the Land of Eem for a pouch of
34
Copper.

A goblin explorer named Hub approaches the PCs looking to travel together for a short while. Hub grants +1 Realms and
35
Search while he travels with the PCs.

A flower patch grows over an old gravestone. The stone reads: "Here lies Alora Thero, Hero of Waed." Lore Check: Alora
36 Thero slew the dragon Har'Nog at this location. She fought for two days in the lush forest of Huxweald (one of the forests
that used to be). All DRAGONS remember her and suffer Disadvantage on Attacks and Dread at this spot.
A SPITHRA named Noc rests by a campfire strumming a harp with six of their limbs. Noc shares that there's nothing to eat,
37 but the song keeps them full enough. The song is beautiful and a bard can learn it on a 12+ Lore Check. Noc's Song: Each
session, play this song to feed up to five other people.

79
1d2 discoveries
A boggart alchemist called Tibby has a patented potion she’s named “The Strong Stuff.” One free sample to anyone
38
interested. Strong Stuff Potion: gain Advantage on Might Checks for an hour.
An abandoned watchtower marked with the sign of the Bogril Bulwarks. Inside is a cabinet with an official Bogril Bulwark
39
badge and spiked helm collecting dust.

A gnome named E. Edda Bringleboot writes "Beware! Quicksand!" signs in front of a patch of quicksand and asks the PCs
40 to mark the next danger they discover on their travels. If they mark the next hazard (whatever it is), they’ll find a pouch of
Copper Coins in their next camp with a note that reads: "Thanks for helping, friends! - E. Edda Bringleboot.”

41 The PCs bump into one of their Backstory Allies. They are happy to join the adventure and reminisce about old times.

A shyrm inventor named Sheemus has created a brand new sputter-arrow. A perfectly balanced mechanical marvel capable
42 of firing a tremendous distance. A quiver of sputter-arrows costs Gold Coins. Sputter-Arrow: Grants +1 Attack, and can be
fired with Advantage at Distant targets.
A pair of Bogril Bulwarks, Tory and Keen, warn the PCs that BANDITS have been stalking them for miles, but they’ll take care
43
of it! “No need to worry!” The Bulwarks charge the hidden BANDITS and arrest them, wishing the PCs safe travels.

An Unassailable Co. building crew takes a break at a build site. One of the crew, a wug named Mug, celebrates their birthday.
44 Mug’s crew baked them a cake, but there’s too much so they offer the leftovers to the PCs. The crew also suggests that if
they're looking for work, Unassailable Co. is always hiring.
A goblin named Chelza trains pigeons to carry messages. She is excited for visitors and asks if there are any messages the
45 PCs would like to relay for free. These pigeons need practice. Send a message anywhere in the Mucklands and the pigeon
has a 3-in-6 chance to return to this location with a response in 3 days.
Strewn crates and wheel marks lead to an abandoned wagon. A crate is filled with soggy and ruined dynamite but one stick
46
is perfect.

The skull of an incredibly large WEORG rests in the dust. An arrow twinkles within its left eye socket. Lore Check: this is a
47 Magic arrow known as True Fire: when shot from any bow, it automatically hits the target and inflicts maximum, non-critical
Dread.
“Welcome to Otho's Magic Bakery!” Otho the quortle emerges from a traveling wagon to share free samples of his
48 amazing, incredible magic bread. Each loaf costs Silver Coins. For Gold Coins, Otho shares the secret recipe: PIXIE DUST +
DWIMMERSEED. Effect: Gourmet Rations that replenish 1 Quest Point.

A glowing sign made from fireflies blinks the words: “Zed's Roodo Burgers” in front of a humble stand. An eager TROLL named
Zed has three options on the menu. The #1 Roodo Burger with a side of Mole Slaw. #2 Roodo Burger with Cheesy Sneeze
49
and a side of Mole Slaw. #3 Double Roodo Zingers topped with BBQ Moss and a side of Keestersnap Kickers. They cost
Copper, Silver, or Gold Coins respectively.
A dirt farmer named Keely Winter offers a place to rest and a piping hot bowl of stew. It isn't often she gets visitors. Staying
50
at Keely’s grants +5 Temporary Courage.

A boggart bard named Mika joins the PCs on the trail and starts singing a flattering song about one of them. She plays the
51
lute and her voice is dulcet and rich. She aims to make it to Harp's Edge if she can save up enough coins.

An old shrym called Tuttle sells bats on a stick and weapon sharpening services. With a big metal grinder, Tuttle grants +1
52
Dread to any weapon for Copper Coins for the session.
USED T’BE FOREST

A family of GUARDVARKS cross the path: a mother with a train of seven little ones scrambling close behind. Definitely a good
53
omen! Everyone gains -1 Defense for the session.

An elder boggart kneels at a grave and places some flowers. When he notices the PCs he shares that his brother recently
passed away. They hadn't seen each other in 20 years. If a PC looks capable and pays their respects, he gives them a
54
Magnificent sword and says, "Maybe you can make use of this. My brother left it to me to help protect folks. But I haven't
much fight left in me. Use it to do some good."
A herd of WUNGALOPES graze lazily. One approaches, seemingly to get its chin scratched (Advantage on Wilderness Checks
55
to tame).

56 At the very top of a large dead tree is a nest with something glittering inside it—a pouch of Silver Coins.

80
1d2 discoveries
The PCs find a Shrine of Ogo, the wise bogril of legend. A bogril pilgrim emerges and sings a canticle that grants +1 Mettle for
57
the session.

58 A hiccuping bard is “delighted to reunite with you!” No one knows them, but they are utterly convinced.

A bubbling cauldron filled with aromatic stew sits by the side of the path. A note reads: “Too much for me, help yourself. It's
59
delicious.” Indeed, it is.

A beautiful vista overlooks orange rocks under a pink sky. It’s enough to be moved to tears, unless a PC wants to make a
60
Mettle Check to resist crying.

A married couple of woodcutters offers the PCs a warm fire and place to rest for the night. They know heroic types when
61
they see them and want to do their part to make Eem a better place.

A big stone bridge stands over a long dried riverbed. Someone left a message under the bridge that reads: "If you're reading
62
this, just know that you matter."

63 A stray doggart follows the PCs until a friendly TROLL finally finds their lost pet during the next session.

A huge, bean stalk grows from a crack in the ground reaching high into the sky. If someone climbs to the top, they can see far
64
ahead, granting Advantage on the next Travel Check.

A derelict, narrow watchtower stands lopsided in the mud. Inside, there's an old pillow, a bedroll, and several copies of
65
Dungeoneer Magazine.

66 A mangy shrym offers to sell their spirited horse for Silver Coins. The horse’s name is Hoof-It.

A rusty oil pump looms over a tar pit. A skeletal corpse is stuck inside with an Old Hoard treasure chest clutched in its bony
67
arms.

A dusty TROLL sells a selection of Fizzy Wiz drinks for Copper Coins. This is his second job, working to support his daughter
68
at Dungeoneer Academy.

69 Footprints lead to an old SLURPWORM tunnel. The hole looks empty but for five bundled torches and a shovel.

A party of adventurers called the Battlehawks have news from the Blunder Bluffs. A GWARGLEBEAST is on the loose in the
70
mountains. The Battlehawk leader, Marlina the Whip, blushes and smiles at a random PC.

A small dirt farming village celebrates fifty years and welcomes all to the festivities. Party games, free food, and lots of
71
laughs. Stay the night and heal all Courage.

A gnome on a tree stump gives a hearty greeting. He has a wide variety of potions to sell for Copper Coins (all Common and
72
Rare).

A donkey with saddlebags full of clothes wanders down the road with no rider. A note reads: "One article of clothing per
73
person, please."
USED T’BE FOREST
74 It's a sweltering hot day. Good thing an old quortle is selling some lemonade. Drink and gain +1 Vitality for the session.

75 A cloud of dragonflies zip about. One lands on a PC’s fingertip and bows politely.

Two small sapling trees sprout in the dusty ground. They’ve grown toward each other, bending into a heart shape. All heal 3
76
Courage.

A weather-beaten boggart in ragged robes chows down on a huge hoagie. When she notices the PCs, she offers a bite since
77
they’re fellow “knights of the road.”

A TROLL rickshaw driver offers his services to speed up the party’s travel by +1 Hex per day, which costs Copper Coins per
78
day.

81
1d2 discoveries
A SHRUBLING explorer called Phylo would like to interview the PCs. Phylo asks questions about their Personal Quests and
79
previous adventures. He’s writing an encyclopedia for his own people.
Fluffy clouds move unnaturally as two of them merge into what looks like a smiling embrace. Everyone gains +1 Inspire for
80
the session.

81 A cave filled with iridescent insects leads into a subterranean pond filled with fish. Fishing Checks gain +1 here.

82 The PCs find an abandoned mud hut. There's a fireplace, cooking pot, and 1d6 Herb Components.

83 A baby CRAG LIZARD follows a random PC, nipping at their heels playfully.

A bard named Kandi tells the Tale of Penultimo, an old story about a bard whose voice was stolen by his rival for the love of a
84
woman. In the end, the bard resisted enacting revenge and his rival was left with a shrill, grating voice for the rest of his days.

A knight-errant in worn, battered armor places their sword onto the shoulder of a kneeling goblin. The knight says: “What
85 once has been, again shall be.” Both salute the PCs, mount horses and bid the PCs farewell: “Good luck on your journeys!”
The next two Travel Turns are Uneventful Journeys.
The PCs find the ruins of a BEAMKIN temple overgrown with thorny weeds. Inside is a faded mural of Orn the Great Tree,
86
which also depicts innumerable stars falling from the sky and sparking life into the trees.

Three grim-faced CENTAURS stand around the Stone of Rites. They would be honored if the PCs joined them in taking a
87
sacred vow. If a meaningful vow is made, gain 1 XP when the vow is fulfilled.

A BANDIT on a rock cries out: "There you are! Soup's gettin' cold!" He seems to believe the PCs are friends and can't be
88
convinced otherwise.
A PC meets a random Ally from their Backstory by pure coincidence. The Ally tells embarrassing stories about the PC when
89
they make camp.

The PCs find an abandoned keep. It's small, more like a big stone house than a keep. Lore Check: A faded sigil reveals this
90
was once an outpost for the Rainbow Brigade, a group of martial gnomes.

A large boulder blocks the road. Scrawled on the side is a message: “I confess to stealing a pie.” It's bad luck to read a
91
confession and not share one of your own.
Inside a crumbling mausoleum are beautiful etchings of griffons, knights, and iconography of a star and flame.The graves have
92
been looted, but for a discarded tapestry depicting a gallant knight.

93 The PCs find the half-buried bones of a DRAGON . Its head alone is the size of a house.

The PCs pass between several buttes, ideal for an ambush. Luring an Adversary here grants the PCs the ability to strike first
94
in Combat with +1 Attack.

95 The PCs come to a high hill they've heard of, known as the Tor of Triumph. At the top is a cache of 1d4 Magnificent items.

Two boggarts have a candlelit dinner as a violinist plays music out in the middle of nowhere. They're on their honeymoon
USED T’BE FOREST

96
and are very amused by the PCs arrival.

A tattered velvet couch sits abandoned at the side of the path. It's quite comfy. There's 1 pouch worth of Copper Coins
97
under the cushions, plus an old Huzzah Deck (with black border cards).
The PCs find a gold chalice covered in muck in a dried creek bed. There’s water in it but it's impossible to spill, clearly Magic.
98 The Steady Cup: Enchanted by a wizard who’d grown tired of his clumsy servants. This cup can be filled with any liquid and
cannot be spilled without utter concentration.
The PCs find a huge tree stump outfitted with a door. Inside is a shrym device for long distance communications. Using the
99
device connects the PCs to a secretary at Subterranean Pits and Lairs LLC headquarters.

A BEAMKIN is migrating to plant themself in Grimly Wood to the west. They ask the PCs if they would like to hitch a ride.
100
Grants +1 on the next Travel Check and the BEAMKIN will try to protect the PCs from any Adversaries.

82
Acknowledgements
Special thanks to all the backers who brought this game to life. And everyone at Exalted
Funeral: Cristin Kelley, Matt Kelley, Jarrett Crader, Louis Puster, Mike Flynn, Justin Sirois,
David Hoskins and the entire crew.

And a very special thanks to the Wizards of Eem on Patreon:


George Higgins, Amir Rao, Darren Korb, Elliot Block, Stephanie Beaulieu, Gwen Gwaine,
Jerrid Green, Gabs Kay Dul, Matthew Staniscia, Mercy Lienqueo, The Seventh Tavern,
TiredOrangeCat, Tony Lang, Jake M., and last but not least, Colin Chapman, whose
proofreading help was much appreciated.
dive into more adventure

Dungeoneer Adventures: A highly illustrated chapter book series about a boy


named Coop Cooperson, the only human to attend a school for explorers-in-
training. (Ages 8+)
USED T’BE FOREST

Rickety Stitch and the Gelatinous Goo: A full color graphic novel series about
a skeleton bard on an epic quest to discover who he was when he was “alive.”
(Ages 12+)

84
join the community

USED T’BE FOREST

Sign up for news and Learn the game by Connect with Land of Eem Follow us on Instagram
get the free Land of watching the creators players and start a gaming
Eem Quickstart Guide play on YouTube group on the official Discord

85

You might also like