Marsh Gas
Gases bubble upon the marsh’s surface—the gas is poisonous at best and combustible at worst.
Realize Danger. Any adventurer that makes a Nature check recognizes the prevalence and dangers posed by the marsh gas.
- A Medicine check and use of a healer’s satchel (or a check made with tools the Narrator deems appropriate) can create a remedy to the poisonous gases.
- A group Survival check enables the party to carefully navigate the marsh.
Potential Outcomes
Critical Failure: Travel time in the marsh is doubled, adventurers are poisoned for 4 (1d4+2) hours, and each takes (22) 4d10 fire damage from exploding gas.
Failure: Adventurers become poisoned for 2 (1d4) hours, and each takes 11 (2d10) fire damage from exploding gas.
Success: The adventurers safely cross the marsh.
Critical Success: The adventurers pass through the marsh safely without penalty or injury. Additionally, an alchemist’s supplies or poisoner’s kit check harvests enough gas for 2 (1d4) vials of basic poison or explosive flasks (which function as alchemist’s fire, but deal regular fire damage instead of ongoing fire damage).