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Salt Marsh

Tier
1
Type
Traversal
Difficulty
11
Impulses
Draw in the curious, Drown the careless, Obscure the predator

Environment overview

A coastal wetland, filled with unique flora, dangerous pitfalls, and ravenous fauna.

Potential adversaries

Acid Burrower, Sawtoothed Gillbeast, Tangle Bramble

Features

Passives

passive
  • Marching Through the Marsh

    Countdown (6). To cross the salt marsh, the party must complete the countdown by describing how they are assisting the march and making Action Rolls.

    How do the PCs traverse the salt marsh? What distant landmark do they use to navigate? Why does the earthy scent of the marsh remind them of home?

  • Up to the Ankles

    When a PC moves as part of an action, they can only move up to Very Close range. Action rolls made to move farther than Very Close range have disadvantage. Before rolling, a PC can mark a Stress to remove this disadvantage.

    What creatures lurk beneath the water's murky surface? How can the party identify stable routes through?

Actions

action

Reactions

reaction
  • The Vicar's Folly

    When a PC Fails with Fear to reduce the Marching Through the Marsh countdown, trigger one of the following effects:

    • They step in what looked like a shallow puddle and are submerged up to their neck. Mark 1 Stress.

    • A root hooks their ankle and trips them over, dealing 1D4 Direct Physical damage. When they look back, they cannot see the root they tripped on.

    • Creatures lurking in the water become aware of their presence. On the next Fear roll of any kind, summon Sawtoothed Gillbeasts equal to the number of PCs.

    How does the PC cope with being dunked into the cold marsh water? What does the party think about the PC that tripped over 'nothing'? Why do the Gillbeasts look so ravenously hungry?

About this environment

Salt Marsh

Tier 1 Traversal

A coastal wetland, filled with unique flora, dangerous pitfalls, and ravenous fauna.

Impulses: Draw in the curious, Drown the careless, Obscure the predator

Difficulty: 11

Potential Adversaries: Acid Burrower, Sawtoothed Gillbeast, Tangle Bramble

Features

Marching Through the Marsh - Passive: Countdown (6). To cross the salt marsh, the party must complete the countdown by describing how they are assisting the march and making Action Rolls.

How do the PCs traverse the salt marsh? What distant landmark do they use to navigate? Why does the earthy scent of the marsh remind them of home?

Up to the Ankles - Passive: When a PC moves as part of an action, they can only move up to Very Close range. Action rolls made to move farther than Very Close range have disadvantage. Before rolling, a PC can mark a Stress to remove this disadvantage.

What creatures lurk beneath the water's murky surface? How can the party identify stable routes through?

The Vicar's Folly - Reaction: When a PC Fails with Fear to reduce the Marching Through the Marsh countdown, trigger one of the following effects:
  • They step in what looked like a shallow puddle and are submerged up to their neck. Mark 1 Stress.

  • A root hooks their ankle and trips them over, dealing 1D4 Direct Physical damage. When they look back, they cannot see the root they tripped on.

  • Creatures lurking in the water become aware of their presence. On the next Fear roll of any kind, summon Sawtoothed Gillbeasts equal to the number of PCs.

How does the PC cope with being dunked into the cold marsh water? What does the party think about the PC that tripped over 'nothing'? Why do the Gillbeasts look so ravenously hungry?

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