Engulfing Moors
The dim light of the moon combines with thick rolling fogs to claim most everyone who wanders into these swamps after dusk, many travelers taking their last step off dry land and into the swampy, mucky areas for which the moors are named.
Deceptive Ground. The treacherous landscape can be navigated in 500 foot increments with a Survival check (made with advantage if a pole is used to test the ground). On a failed check, the creature makes a Dexterity saving throw or it steps off the trail and falls into a swampy area. Checks made to navigate the Deceptive Ground have advantage when made during the day.
During combat, a creature can use a bonus action to survey the area around it but does so with disadvantage .
Hazy Vision. The maximum range of any sight-based senses is 60 feet. In addition, Perception checks are made with disadvantage , and all passive scores (including passive Perception) are reduced by 5.
Sucking Muck. A creature that falls into a swampy area becomes stuck fast in the muck. A Strength check is required to pull a stuck creature free. Otherwise at the start of its turn a stuck creature sinks into the moors. After the third round of being stuck and every 3 rounds thereafter, the DC of the Strength check to free a stuck creature increases by 1 until it has been freed or been stuck for 12 rounds. A creature stuck for 12 rounds must abandon all gear and make a desperate last attempt to get free itself or be swallowed by the moors forever. In addition, a creature that is knocked prone while in the engulfing moors must make a Dexterity saving throw or fall into the muck.
Racket-like devices made with an Engineering check and worn on the foot grants advantage on checks made to avoid falling into the swamp but reduce Speed by half. Using pitons and rope, flags, or other markers allow someone to lead others through the landscape without them having to navigate but reduce everyone’s Speed by half.
Critical Failure: The adventurer falls into the muck, losing 5 (2d4+1) Supply and suffering two levels of fatigue in the struggle to escape.
Failure: The adventurer falls into the muck.
Success: The adventurer travels without falling into the muck.
Critical Success: The adventurers easily traverse the area without reducing their speed at all. Roll on the Boons and Discoveries table.