Dunwater River: Difference between revisions
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Latest revision as of 09:02, 3 January 2025

The Dunwater River is a broad, slow-moving body of water that meanders its way to the Azure Sea. It is filled with reeds and too shallow in places to allow boat travel, other than rafts.
As such, the Dunwater is an ideal location for bandits, who build temporary forts along its banks to keep watchnfornthose trying to make their way along the river. Some even stretch a chain across the river to impede a boat or raft, leaving it ripe for plundering.
Somewhere along the river is the overgrown ruins of an alchemists' tower. The order that resided there came to an explosive end when they conducted an experiment that blew off the tower's upper level and burst vats of chemicals, flooding the tower's lower level. This mixture gave rise to a number of oozes.
References
Notes
Citations
Bibliography
- Mearls, Mike. Ghosts of Saltmarsh. Renton, WA: Wizards of the Coast, 2019.
Encyclopedia Greyhawkania Index
The Encyclopedia Greyhawkania Index (EGI) is based on previous work of Jason Zavoda through '08, continued by numerous other fans. The EGI article has a list of sources, product names, abbreviations, and a link to the full, downloadable index.
| Topic | Type | Description | Product | Page/Card/Image
|
|---|---|---|---|---|
| Dunwater River | Geographical feature | River, | Ghosts of Saltmarsh, D&D 5e | 23(Map), 26, 65, 66, 85 |
| Dunwater River | Geographical feature | River, | U2 Danger at Dunwater | IC, IBC, 1, 4, 7, 25, 27, 30 |
| Dunwater River | Geographical feature | River, | U3 The Final Enemy | 2, 8, 46 |