Whispers by the River
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“They say the river carries no secrets... but the drowned forest murmurs beneath the tide, and the water calls the lost by name.”

Storyline

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Old Garl is a thin, pallid man with skin stretched tight across his skull, as if time has pulled all softness away. He never blinks, speaks only in rasping whispers, and radiates the faint chill of decay. Bridgefolk in Saltmarsh treat him as a local eccentric, quiet, strange, but harmless. In truth, Garl is an undead who escaped the drowned forest decades ago and has managed to linger in hiding.

The Gnolls have a camp in the Drowned Forest and have been raiding travelers on their way to the Burle from Saltmarsh as well as fisherman on the Kingfisher River.

See the Bridgefolk Rumors

Basics

Adventure Hooks

  • Old Garl’s Whispers. At first glance, Garl is a harmless eccentric. He mutters in a rasping whisper, speaking half to himself: “River dogs… dangerous. Drowned I did, in the drowned forest.”
    He nods upriver as if warning the party, repeating “river dogs” with a vacant stare. If pressed, he warns them not to drink the forest water, but his memory frays quickly, and he soon lapses into silence. (The “river dogs” are gnolls.)

  • Tracking Him. If the characters shadow Old Garl during the day, they discover he walks the old paths upriver into the drowned forest. His trail leads directly to the gnoll encampment and, eventually, to the cursed pool.

Gnoll Camp

A fetid mist drifts over the drowned forest, a small clearing of rough canvas shelters. You count a snarling pack of gnolls, numbers as many as a dozen, their yellow, matted fur slick with swamp water and their eyes burning with feral hunger. They move restlessly, some gnawing on marrow bones, others barking at one another.

At the edge of the camp, three travelers are tied tightly to half-submerged stakes encircled by a carpet of violet fungus. One of them is still alive. His eyes bulge in terror, the deadly caps are close enough that a single move would send clouds of poisonous spores into his face. Another is unmistakably dead, her flesh beginning to gray, and yet her body remains strangely still. The third captive twitches with milky eyes, yanking at the stake, undead.

All around, the air buzzes with flies, which reeks with blood and rot.

The female victim tied to the stake did not drink from the cursed pool, and as a result, her dead body has not risen as undead. In contrast, the merchant prisoner has drunk from the water, as has the undead figure currently bound at the stake. The gnolls have been regularly drinking from this pool as well. Should any of them die, they too will rise again as undead, perpetuating the sinister cycle of the curse. Violet Fungus surround the captured victims.

The gnoll camp contains between 6 and 16 gnoll warriors (2d6+4 in number) plus a gnoll pack lord , who pay little attention to their captees.

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The Still Pool

The forest suddenly parts to reveal a strange, unnatural calm: a circular pool of water, perfectly still and clear. The pool spans fifty feet across, its surface mirror-flat. Around the edges, smooth black stones glisten beneath the water.

As you step closer, whispering voices seem to rise from the water itself. Your name is faintly called, carried on a haunting breeze that only you can hear. The voices are soft, coaxing, as if the pool remembers you, beckoning you to drink deep of its pristine waters.

Characters within 100 feet of the pool hear faint whispers calling their names, beckoning them closer. Anyone who approaches the edge must succeed on a DC 16 Wisdom saving throw or be compelled to drink from the water. Those who drink taste only cool, refreshing water and notice nothing unusual at the time. The water is cursed, if the drinker later dies, they will rise again as undead.

Attempting to disturb the pool causes no ripple or disturbance; its surface remains unnervingly still and mirror-like.

The pool lies approximately 100 feet from the gnoll camp nearby. The gnolls have been drinking from this pool regularly. Should any of them die, they too rise as undead, perpetuating the curse’s sinister cycle.

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Dangers on the way

Finding the gnoll camp in the drowned forest is no simple task, the forest itself is a living hazard. Thick, swampy undergrowth, tangled roots, and sudden pools of dark water slow travel and obscure the path (Difficult Terrain). The dense canopy filters sunlight into a dim misty gloom (dim light). Sounds carry strangely and muffled, and unseen eyes watch from the shadows.

To capture the sense of constant peril, consider using the Ghosts of Saltmarsh random encounter tables (see below).

Grim Clues: Additionally, the players may come across grim clues hinting at recent gnoll raids; broken arrows, torn clothing, bones, and shattered personal belongings. Perhaps faint tracks lead deeper into the swamped wilderness, signs of struggle or hasty flight.

Tracking: Consider tracking gnoll tracks. Wisdom (Survival) checks, DC 15. (DMG 2024 Chapter 2: Running the Game Tracking has some good suggestions)

Old Garl: For a guided trail, Old Garl can serve as a cryptic, reluctant guide. If the party chooses to follow his daily wanderings into the Drowned Forest, he may lead them closer to the gnoll territory, though his undead nature and fragmented memories might also bring unpredictable dangers.

Drowned Forest Random Encounters

d20

Encounter

1–3

1d4 awakened trees

4–5

2d6 zombies

6–7

1d3 shambling mounds

8–9

2d4 myconid adults and 1 myconid sovereign

10

3d6 stirges

11

1d3 trolls

12

2d4 gnolls and 1 gnoll pack lord

13

1 water elemental

14

1 vrock

15

2d6 manes

16

2d4 dretches

17

1d8 bullywugs

18

1d4 vine blights

19

2d8 twig blights

20

2d4 needle blights

Adventure

The gnoll camp is located to the east of the Dunwater River, deep within the Drowned Forest, roughly parallel to the Burle. These savage raiders prowl along the west side of the Kingfisher River, striking swiftly and violently. Under cover of night, they sometimes cross the river to prey on unsuspecting travelers and scattered settlements. Their attacks are brutal but opportunistic, favoring easy targets and lightning raids.

Feel free to weave their raids into other scenarios, using their dark presence as a recurring threat haunting the borderlands between forest and river.

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Battle Map Suggestion.

Several maps could serve this encounter, and DM Andy provides a number of excellent swamp options. One that works particularly well is Fetid Swamp: Fallen Tree, which features a log bridge spanning the Dunwater River. This setup creates engaging tactical choices: the log can be contested, possibly knocked into the river, or simply used to add tension and movement to the fight. Of course, DMs should feel free to use whichever swamp map best suits their table.

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