The morning breaks somewhere over the plain below, but here, there is only a thick, low-hanging fog. The mist is depressing as well as obscuring. Continuing through the mists is more difficult with today's conditions. What had been a DC20 survival check to stay on the path. With 5 successful rolls, the party will be able to find their way out of the maze of trails and actually rise out of the oppressive fog.
The terrain is still similar, but this section is less active. The ground is firmer, the murk more confined to small pools and fens, and the path more defined. There are high ridges of hardened lava stretching down toward you from the hillside leading upward away from you. These spines vary greatly, with some close to five feet wide, and others less than a foot. The thicker ones generally are more rounded, while the thin ones have sharp peaks and brittle handholds.
Some of the ridges open to the northeast, while others open to the southwest. While it is easy to pick out the main route forward, the natural clefts make it easy to hole up out of sight, which is good for taking rests, and bad when hoping to avoid ambush!
This stretch is good for bandits, waiting in ambush to jump passersby. They hunt in packs of 3-5 lizard folk. Usually, they assess the strength of the party before jumping them, but when they are desperate, they attack more freely. With the increased monsters in the swamp, they are less cautious.
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