I'm a fan of doing the random encounter bit while players are going from plot-pertinent area A to plot-pertinent area B, or at least making my players think that its random. I'm not really a fan of actually random encounters because all too often they are not relevant to the plot at all, and when the players know that it seems like so much padding and pointless grindage. Since 4E isnt a fan of throwing out ludicrous amounts of treasure, in most cases you can't even throw them a +1 enchanted bone to tickle their fancy.
- 8 bullywug croakers (level 3 minion brute)
- 3 bullywug muckers (level 1 brute)
- 2 murklord frogs (level 2 skirmisher)
- Shallow Water: Difficult terrain for anyone without a swim speed. It also grants an attack bonus to creatures with the Aquatic keyword (ie, bullywugs and frogs). Characters taking ongoing fire damage can fall prone to immediately end the effect.
- Deep Water: Characters in deep water need to make Athletics checks to swim, and it still grants the aforementioned attack bonus. Creatures in deep water gain resist 5 fire, and ongoing fire damage automatically ends at the end of their turn.
- Trees: The large black dots are big trees that fill the entire square. Characters can climb them, and particularly devastating attacks might destroy them or knock them over. They also grant cover. The small dots are smaller trees that count as difficult terrain for everyone, and can also be destroyed.
- Bridge: Its mostly level with the ground. Characters pushed off of it make a save to avoid falling prone, but dont take damage if they fall in the water. It could be lit on fire, I suppose.