Travel the Mists


#1

Room Design

PC’s are all in boats that navigate the purple swampy waters in a thick mist.

When moving you have to make a WIS check. On success you can move NEAR but not FAR on failure you move NEAR in a random direction due to the mist.

Timer: a Frogman appears

If the boats get CLOSE to plants they must make a DEX save or be entangled by strangling roots taking BASIC effort. STR check to break free.

Leaving little markers on the map when a boat gets CLOSE will bring out an event on the map.

Event #1
Merfolk Druid is trying to heal the waters of the poison that now corrupts it. She is helping a tree grow that’s roots will absorb the corruption. Takes 1 HEART of effort to create a seal around the tree (one seashell) after 3 seashell seals are created the water’s will be purified. Players can of course help creating seals if they have knowledge of such things. Protect the druid from Frogmen who thrive in the poison waters.

Event#2
Three men fish on a wooden raft. The are was once home to a merfolk tribe that collected treasures in their huts. When it was flooded with poisonous water most the merfolk were killed. They now fish in hopes of hooking some of that lost treasure. Whats that on the hook Clyde? Something big! Enter UNDEAD FROG PRINCE (who gets purified once the druid’s seals are complete ending its unlife.)


#2

Brilliant stuff. Navigating with WIS checks is textbook, kudos. :+1:


#3

That looks like a lot of fun, and the mechanics are clever. I will start using the Wisdom Check vs Fog to navigate correctly. That could turn a bland encounter tile like a moor-top to suddenly becoming a misty and bewildering moor where things will reach out of the fog and hurt you as you try to accomplish your goal, and you can get lost in the mist even on open ground.


#4

Looks awesome. Love that there is a banana for good measure…