Trail Through Murky Waters
At a glance
Environment overview
A poorly marked and seldom used path cutting through the brackish waters of a dark swamp.
Potential adversaries
Features
Passives
passive-
False Currents
These low-lying swamps are notoriously difficult to navigate. When the PCs enter this environment, start a countdown (6). When a PC rolls with Fear, decrease the countdown by one step. When the countdown reaches 0, one Junace Ambusher and two Swamp Dogs locate the party and ambush them.
Questions- Who is leading the party through the swamp?
- What floats in the currents that distracts you from the task at hand?
- Your reflection in the water changes for a moment; what do you see?
-
High Ground
A PC can use their action to make an Instinct roll to locate a patch of ground above the water line. While on high ground, the countdown for False Currents does not decrease. Instead, roll 1d6 and start a separate countdown equal to the result. Decrease this new countdown by one at the start of each GM turn. When the countdown ends, the PCs have reached the end of the high ground and the False Currents countdown resumes.
Questions- What kind of high ground do you find? A fallen tree? A patch of damp earth?
- What kind of foliage crawls along with path and how does it react to your presence?
Actions
action-
Fog Bank
Spend a Fear to cause a thick fog to descend upon an area around the PCs, limiting their site to Close range.
Questions- Familiar voices whisper in the fog? Who's voice do you hear? What does it say?
-
The Waters Give Up Their Dead
Spend a Fear to summon a Bog Mummy. It appears within Very Close range of the PCs and is immediately spotlighted without spending an additional Fear.
Questions- How old does the mummy appear to be?
- Does it carry with it any articles or tools from its past life?
Reactions
reaction-
Swamp GasFear 2
When a PC uses or creates an open flame, you may spend 2 Fear to cause a nearby pocket of flammable gas to explode, dealing 2d6+4 physical damage to anything within Very Close range.
About this environment
Trail Through Murky Waters
Tier 1 Traversal
A poorly marked and seldom used path cutting through the brackish waters of a dark swamp.
Impulses: Confuse, isolate, drown, devour
Difficulty: 13
Potential Adversaries: Junace Ambusher, Swamp Dog, Bog Mummy
Features
False Currents - Passive: These low-lying swamps are notoriously difficult to navigate. When the PCs enter this environment, start a countdown (6). When a PC rolls with Fear, decrease the countdown by one step. When the countdown reaches 0, one Junace Ambusher and two Swamp Dogs locate the party and ambush them.
- Who is leading the party through the swamp?
- What floats in the currents that distracts you from the task at hand?
- Your reflection in the water changes for a moment; what do you see?
High Ground - Passive: A PC can use their action to make an Instinct roll to locate a patch of ground above the water line. While on high ground, the countdown for False Currents does not decrease. Instead, roll 1d6 and start a separate countdown equal to the result. Decrease this new countdown by one at the start of each GM turn. When the countdown ends, the PCs have reached the end of the high ground and the False Currents countdown resumes.
- What kind of high ground do you find? A fallen tree? A patch of damp earth?
- What kind of foliage crawls along with path and how does it react to your presence?
Fog Bank - Action: Spend a Fear to cause a thick fog to descend upon an area around the PCs, limiting their site to Close range.
- Familiar voices whisper in the fog? Who's voice do you hear? What does it say?
The Waters Give Up Their Dead - Action: Spend a Fear to summon a Bog Mummy. It appears within Very Close range of the PCs and is immediately spotlighted without spending an additional Fear.
- How old does the mummy appear to be?
- Does it carry with it any articles or tools from its past life?
Swamp Gas - Reaction: When a PC uses or creates an open flame, you may spend 2 Fear to cause a nearby pocket of flammable gas to explode, dealing 2d6+4 physical damage to anything within Very Close range.
Trail Through Murky Waters
Domains
—
Starting Evasion
—
Starting Hit Points
—
Class Items
—
Trail Through Murky Waters Subclasses
No subclasses available.
—
Background Questions
Answer any of the following, or create your own.
—
Connections
Ask one of the following, or improvise.
—
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.