Morimyre Marsh
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
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?
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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
- What clues give away solid ground?
- How does the air burn or numb their senses?
- How do the PCs pull themselves free?
- Is the creature starving or defending a nest?
Morimyre Marsh
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.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Morimyre Marsh 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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