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Swamp


A swamp may be anything from a relatively dry moor to a soggy marsh. Both are often bordered by lakes (see Aquatic Terrain). Like forests, swamps have sparse, medium, or dense vegetation. They may be warm or cold, but tend to be wet, misty, and dark.

BOGS

Bog squares are deep mud or standing water of about 1 foot in depth. A deep bog square has roughly 4 feet of standing water (characters can walk through it at the cost of extra squares, or swim across it at normal speed).

TREES AND UNDERGROWTH

Marshes have trees and undergrowth, just like forest terrain. A bog square doesn’t count as undergrowth.

HEDGEROWS

Hedgerows are tangles of stones, soil, and thorny bushes. Narrow hedgerows count as low walls. Wide hedgerows are more than 5 feet tall.

QUICKSAND

Patches of quicksand look like undergrowth or open land. A character approaching a patch of quicksand at a normal pace can make a DC 8 Knowledge Nature or Perception check to spot the danger before stepping in, but charging characters don’t have a chance to detect a hidden patch before blundering into it. A typical patch of quicksand is 20 feet in diameter; the momentum of a charging or running character carries him 1d2 × 5 feet into the quicksand. (For 1d2, roll 1d4 and divide by 2.) A character in quicksand must make a DC 10 Swim check every round to simply tread water in place, or a DC 15 Swim check to move 5 feet horizontally. If you fail this check by 5 or more, you sink below the surface and begin to drown whenever you can no longer hold your breath (see Suffocation). Characters below the surface of quicksand may swim back to the surface with a successful Swim check (DC 15 + 1 per consecutive round of being under the surface). Pulling out a trapped character requires a pole, rope, or similar tool that enables the rescuer to reach the victim with one end of it. The rescuer must make a DC 15 Strength check to successfully pull the victim, and the victim must make a DC 10 Strength check to hold on. If both characters succeed, the victim is pulled 5 feet closer to safety. If the victim fails to hold on, he or she must immediately make a DC 15 Swim check to stay above the surface.

STEALTH AND DETECTION

In an open marsh, the maximum Perception distance for seeing creatures is 6d6 × 10 feet. In a dense swamp, this distance is 2d8 × 10 feet. Undergrowth and deep bogs provide plentiful concealment, so it’s easy to use Stealth in a marsh.

SHALLOW BOG

EFFECTS

MOVEMENT  2 squares
   SKILLS increase Acrobatics and Stealth DCs by +2


DEEP BOG

EFFECTS

MOVEMENT  4 squares
   SKILLS increase Acrobatics and Stealth DCs by +2, no tumbling
  
SPECIAL provides cover

QUICK SAND

  Knowledge Nature/Perception  DC 8 to avoid

EFFECTS

MOVEMENT  Swim DC 10 to stay in place, Swim DC 15 to move 5 feet

NARROW HEDGEROW

EFFECTS

MOVEMENT  3 squares
  
SPECIAL acts as low wall

WIDE HEDGEROW

EFFECTS

MOVEMENT  4 squares
   SKILLS Climb DC 10 means it only costs 2 squares
  
SPECIAL provides cover