Dread Mire
Environment overview
The deepest parts of the swamp hold their secrets tight, and interlopers even tighter.
Potential adversaries
Features
Passives
passive-
Sinister Tidings
Upon entering the Mire, PCs gain a sense of permeating evil and must mark a Stress. A PC who seeks a deeper understanding, or location of the evil presence can make an Instinct or Knowledge Roll.
• Critical Success: They learn who or what is behind the corruption, its general location, and one piece of information which grants them a token to use for advantage on one roll they make while in the Dread Mire. Begin a Progress Countdown (4). When it triggers, resolve the current scene, then shift to the Heart of the Mire environment.
• Success with Hope: They learn who or what is behind the corruption and its general location. Begin a Progress Countdown (6). When it triggers, resolve the current scene, then shift to the Heart of the Mire environment.
• Success with Fear: They learn who or what is behind the corruption, but must mark a Stress because something in the Mire has become aware of them.
• Failure with Hope: They learn nothing.
• Failure with Fear: They learn nothing and are Vulnerable until they clear a Stress.
Questions- Who or what is causing this corruption?
- In what ways does this evil manifest as the PCs explore?
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Leeches
The waters of the mire are infested with leeches. These creatures attach themselves to any flesh they can find. A PC who has exposed flesh in the water has several attach to them. They can make an Instinct Roll to remove the leeches. On a failure, the PC who has the leeches on their body marks a HP. On a success they mark a Stress.
Questions- Do the leeches carry disease?
- What precautions can the PCs take to prevent more leeches?
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No Rest for the Weary
If the PCs choose to rest in the Dread Mire, you gain an additional 1d4 Fear.
Questions- What things do the PCs see or hear during their downtime to make it less restful?
- Can you advance a long-term countdown as a result of their delay?
Actions
action-
You Belong to the MireFear 1
Spend a Fear to introduce a sinking mire pit to the scene. All PCs must succeed on an Instinct Reaction Roll. On a failure, the PC is Sinking in the mire and a total of 3 Stress must be marked (either by the Sinking PC or others who can aid them) to clear the condition. If not enough Stress is available, PCs must mark HP instead.
Questions- Are there vines or roots nearby to grab onto?
- What thoughts run through PCs’ minds as they are pulled under?
Reactions
reaction-
—Fear 1
When a PC marks HP while in water, you can spend a Fear to summon one Corrupted Piranha School for each PC. They appear at Far range and are immediately spotlighted.
Questions- Are there places nearby to climb out of the water?
- Is the water deep enough to force some or all of the PCs to swim?
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I See You
When a PC fails or rolls with Fear to gain information about the Dread Mire in “Sinister Tidings”, activate a Consequence Countdown (8). When the Countdown triggers, the PCs stumble onto the source of the corruption unaware. Resolve the current scene, then gain a Fear and shift to the Heart of the Mire environment and spotlight it.
Questions- What lies in wait at the Heart of the Mire?
- What advantage might be gained over the surprised PCs?
About this environment
Dread Mire
Tier 3 Exploration
The deepest parts of the swamp hold their secrets tight, and interlopers even tighter.
Impulses: Banish the light, fester, nurture decay
Difficulty: 16
Potential Adversaries: Adult Murk Drake, Bog Conjurer, Bog Siren, Corrupted Piranha School, Crocodiles (Giant, Juvenile Giant), Greater Water Elemental, Huge Green Ooze, Hydra, Oozing Husk, Verdant Defenders (Dryad, Oak Treants, Treant Saplings), Vine Behemoth, Vine Serpent
Features
• Critical Success: They learn who or what is behind the corruption, its general location, and one piece of information which grants them a token to use for advantage on one roll they make while in the Dread Mire. Begin a Progress Countdown (4). When it triggers, resolve the current scene, then shift to the Heart of the Mire environment.
• Success with Hope: They learn who or what is behind the corruption and its general location. Begin a Progress Countdown (6). When it triggers, resolve the current scene, then shift to the Heart of the Mire environment.
• Success with Fear: They learn who or what is behind the corruption, but must mark a Stress because something in the Mire has become aware of them.
• Failure with Hope: They learn nothing.
• Failure with Fear: They learn nothing and are Vulnerable until they clear a Stress.
- Who or what is causing this corruption?
- In what ways does this evil manifest as the PCs explore?
- Do the leeches carry disease?
- What precautions can the PCs take to prevent more leeches?
- What things do the PCs see or hear during their downtime to make it less restful?
- Can you advance a long-term countdown as a result of their delay?
- Are there vines or roots nearby to grab onto?
- What thoughts run through PCs’ minds as they are pulled under?
- Are there places nearby to climb out of the water?
- Is the water deep enough to force some or all of the PCs to swim?
- What lies in wait at the Heart of the Mire?
- What advantage might be gained over the surprised PCs?
Dread Mire
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Dread Mire Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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