Dragonbane Haunted Marshes Encounters (d12)

d12 Result

1

Nothing Happens. The player characters slosh tirelessly through the stinking swamp.

2

Nothing Happens. The player characters slosh tirelessly through the stinking swamp.

3

Nothing Happens. The player characters slosh tirelessly through the stinking swamp.

4

Nothing Happens. The player characters slosh tirelessly through the stinking swamp.

5

Nothing Happens. The player characters slosh tirelessly through the stinking swamp.

6

Nothing Happens. The player characters slosh tirelessly through the stinking swamp.

7

Leeches.
A flooded section of the path is riddled with leeches.
Anyone wading through the water must roll BUSHCRAFT or take D3 damage and suffer a condition of their choice.
Armor has no effect.

8

Hunting Trap.
A rusty bear trap is hidden under a bunch of old leaves.
Let all player characters make an AWARENESS roll in the order in which they walk.
The first person to fail triggers the trap and suffers D6 piercing damage.

9

Giant Spider.
A ravenous giant spider (page 89 in the Rulebook) has spun its web across the path. All player characters must make an AWARENESS roll – those who fail are trapped in the spider’s web (monster attack #5 on page 89 in the Rulebook) and the spider attacks next round. The trapped characters must roll STR with a bane to break free.

10

Restless Spirits.
Luminous shapes of orcs in broken armor are floating across the swamp.
The player characters must make a roll against WIL to resist fear (page 62 in the Rulebook).
These are the spirits of orcs killed in battle around the Tower of Sighs.

11

The Herbologist.
The player characters encounter an old herbologist named Elmina who lives in a hut in the swamp.
She can point them toward the Tower of Sighs and warn them of a giant and a band of brigands who dwell there.
For a few gold coins, Elmina can also offer the player characters her services as a healer, or even teach them her skills.
Elmina has HEALING 16, ANIMISM 15, and knows the spells COOK FOOD, CLEAN, BANISH, HEAL WOUND, ENSNARING ROOTS, and ANIMAL WHISPERER.

12

Ghost Lights. 

The swamp vegetation grows higher and denser. In the darkness under the trees, ghost lights illuminate the ground.
Each player character must make a roll against WIL not to be lured into the swamp.
Those who fail soon get stuck in the mud and must make an EVADE roll with a bane not to sink and start drowning (page 53 in the Rulebook).
Another player character can save the victim with a successful ACROBATICS roll, but on failure they start sinking as well.