Misty Fen
Like a cross between a grassland and a swamp, fens are peaty wetlands with only a few stunted trees and bushes to break up the monotony of endless grasses and inches of standing water, which is thick and opaque with silt and weeds. It’s filled with wildlife: small creatures crawl about in the waterlogged undergrowth and waterfowl and large herbivores are common. It is also filled with death. A cold mist hovers just over the surface, masking deep, muddy pits that pull down any creature who missteps. The fen’s victims, whether from murder or mud, often return as ghosts, will-o’-wisps, and tannin-preserved bog mummies.
Misty Fens usually start as Unrelenting Marshes.
Bogged Under. Critical failures on certain Perception or Survival checks (determined by the Narrator) result in the creature getting sucked into the quicksand-like ground. The fallen creature is restrained and starts sinking 1d4 feet each round, to a maximum 15 feet. It can escape with a successful Athletics check, but makes the check with disadvantage . Other creatures can help pull the victim out by making a Strength ability check; otherwise, the creature must hold its breath or begin to suffocate .
Muddy Ground. The entire region is affected by the Swampy environment.
Undeath’s Abode. Undead creatures gain an expertise die on saving throws to avoid being turned.
Journey Activities. Attempts to Scout or Track are made at disadvantage. However, adventurers gain advantage on checks to Gather Components and Hide Tracks . It is not possible to Busk .