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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Something has begun to hunt along the Kingfisher River.

Fishermen vanish. A caravan bound for Burle is lost. Tracks are found, then swallowed by the wet earth. Some say bandits. Others are less certain.

There are older rumors of rabid, fur-covered creatures that walk as men.

All signs lead to the Drowned Forest.

Beneath Sharkfin Bridge sits Old Garl, a thin, pallid figure the Bridgefolk take for a harmless eccentric. He does not blink. He speaks in a dry rasp. The air around him is always faintly cold.

To the people of Saltmarsh, he is just another forgotten soul beneath the bridge.

He mutters to the river: “River dogs… dangerous… drowned I did…”

He points upriver when he says it.

Few listen.

Fewer still follow.

See the Bridgefolk Rumors

Basics

Adventure Hooks

  • Old Garl – Gaunt man beneath the Sharkfin Bridge mutters: “River dogs… drowned I did…” Points upriver. Warns: “Don’t drink the water.” (Gnolls.)

  • Follow Garl – At dawn he walks into the Drowned Forest. Trail leads to a gnoll camp… and beyond.

  • Missing Caravan – Notice posted (Hoolwatch Tower): caravan to Burle lost on the river road.

  • Vanished Fisherman – Boat found drifting on the Kingfisher. Owner gone. Nets torn.

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.

Cursed Pool Effect

  • Anyone who drinks from the pool rises as undead after death in 1d4 rounds.

Victims

  • Female victim (tied to stake): Did not drink. Will remain dead if killed.

  • Merchant prisoner: Drank from the pool. Will rise as undead upon death.

  • Undead bound at stake: Previously drank; already risen.

Gnolls

  • 6–8 gnoll warriors + 1 gnoll pack lord.

  • All have been drinking from the pool.

  • Any slain gnoll will rise as undead shortly after death 1d4 rounds.

  • They pay little attention to their captives unless directly threatened.

Hazards

  • 1d4+2 Violet Fungus surround the captives.

    • Attack nearby creatures.

    • Create dangerous terrain during rescue attempts.

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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.

  • Aura (100 ft): Faint whispers call creatures by name, luring them closer.

  • At the Edge: DC 16 Wis save or compelled to drink (success = immune 24 hrs).

  • Water: Cool, refreshing, no immediate effect.

  • Curse: If the drinker dies, they rise as undead in 1d4 rounds.

  • Surface: Perfectly still; no ripples, no disturbance.

  • Location: ~100 meters from the gnoll camp.

  • Gnolls: All drink from it; slain gnolls rise as undead.

  • Cure: The Sea Herbalist on Sharkfin Bridge knows the remedy.

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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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