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Morimyre Marsh

Tier
2
Type
Traversal
Difficulty
15
Impulses
Sap strength and supplies conceal lurking dangers slow down travel

Environment overview

A vast, waterlogged expanse of murky pools, choking reeds, and half-sunken ruins, where the ground shifts treacherously beneath every step.

Potential adversaries

Beasts (Alligator, Paraly-Leeches, Marsh Serpent) Mortal Hunter Hydra

Features

Passives

passive
  • Sinking Ground

    Large stretches of the swamp are deceptively unstable, hiding deep mud and sucking peat beneath shallow water. A PC with a relevant background or Experience recognizes the signs of dangerous footing and knows how to test ground safely. A PC who succeeds on a Knowledge Roll can recall information about swamp hazards, ways to traverse them, and methods to reinforce or bypass unstable terrain. On a critical success, they identify safer routes and gain advantage on a roll to navigate the swamp.

    Questions
    • What clues give away solid ground?
  • Miasmic Vapors.

    Countdown (Loop 4). When the PCs enter the swamp, activate the countdown. When it triggers, all characters traveling through the area must succeed on a Strength or Instinct Reaction Roll or mark a Stress as toxic fumes seep into their lungs. A PC with protective gear, masks, or alchemical filters gains advantage on these rolls.

    Questions
    • How does the air burn or numb their senses?

Actions

action
  • Quicksilt Surge.

    Spend a Fear to cause the swamp to heave and liquefy as trapped gases and water burst upward. All PCs in the affected area must succeed on an Agility or Strength Reaction Roll or be dragged down into the mire. A PC using poles, ropes, or wide footing gains advantage on this roll. Targets who fail are pulled under to Very Close range, take 2d20 physical damage, and must mark a Stress. Targets who succeed must mark a Stress.

    Questions
    • How do the PCs pull themselves free?

Reactions

reaction
  • Predator Lair

    When the PCs enter a predator’s territory, a Crocodile or similar swamp beast emerges at Far range of a chosen PC, drawn by movement and sound.

    Questions
    • Is the creature starving or defending a nest?

About this environment

A region of land in the far south-east of Cullbryn. During the winter months, a hibernating Hydra calls this rancid place its home before it migrates out to sea in the spring. The terrain itself provides enough challenges but, due to that fact, every damn creature that lives there has evolved unique methods of ruining your day.

Life is dictated by one simple rule, survive or you will become rotting fertilizer for the flora; fueling the Morimyre’s miasma and cycles of decay.

Morimyre Marsh

Tier 2 Traversal

A vast, waterlogged expanse of murky pools, choking reeds, and half-sunken ruins, where the ground shifts treacherously beneath every step.

Impulses: Sap strength and supplies, conceal lurking dangers, slow down travel

Difficulty: 15

Potential Adversaries: Beasts (Alligator, Paraly-Leeches, Marsh Serpent), Mortal Hunter, Hydra

Features

Sinking Ground - Passive: Large stretches of the swamp are deceptively unstable, hiding deep mud and sucking peat beneath shallow water. A PC with a relevant background or Experience recognizes the signs of dangerous footing and knows how to test ground safely. A PC who succeeds on a Knowledge Roll can recall information about swamp hazards, ways to traverse them, and methods to reinforce or bypass unstable terrain. On a critical success, they identify safer routes and gain advantage on a roll to navigate the swamp.
  1. What clues give away solid ground?
Miasmic Vapors. - Passive: Countdown (Loop 4). When the PCs enter the swamp, activate the countdown. When it triggers, all characters traveling through the area must succeed on a Strength or Instinct Reaction Roll or mark a Stress as toxic fumes seep into their lungs. A PC with protective gear, masks, or alchemical filters gains advantage on these rolls.
  1. How does the air burn or numb their senses?
Quicksilt Surge. - Action: Spend a Fear to cause the swamp to heave and liquefy as trapped gases and water burst upward. All PCs in the affected area must succeed on an Agility or Strength Reaction Roll or be dragged down into the mire. A PC using poles, ropes, or wide footing gains advantage on this roll. Targets who fail are pulled under to Very Close range, take 2d20 physical damage, and must mark a Stress. Targets who succeed must mark a Stress.
  1. How do the PCs pull themselves free?
Predator Lair - Reaction: When the PCs enter a predator’s territory, a Crocodile or similar swamp beast emerges at Far range of a chosen PC, drawn by movement and sound.
  1. Is the creature starving or defending a nest?

Discussion

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