Two categories of marsh exist: relatively dry moors and watery swamps. Both are often bordered by lakes (described in
Aquatic Terrain, below), which effectively are a third category of terrain found in marshes.
The table below describes terrain features found in marshes.
Bogs: If a square is part of a shallow
bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of
movement to move into a square with a shallow
bog, and the DC of
Tumble checks in such a square increases by 2.
A square that is part of a deep
bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of
movement to move into a square with a deep
bog, or characters can
swim if they wish. Small or smaller creatures must
swim to move through a deep
bog. Tumbling is impossible in a deep
bog.
The water in a deep
bog provides
cover for Medium or larger creatures. Smaller creatures gain improved
cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a
move action to gain this improved
cover. Creatures with this improved
cover take a -10 penalty on attacks against creatures that aren't underwater.
Deep
bog squares are usually clustered together and surrounded by an irregular ring of shallow
bog squares.
Undergrowth: The bushes, rushes, and other tall grasses in marshes function as
undergrowth does in a forest (see above). A square that is part of a
bog does not also have
undergrowth.
Quicksand: Patches of
quicksand present a deceptively solid appearance (appearing as
undergrowth or open land) that may
trap careless characters. A character approaching a patch of
quicksand at a normal pace is entitled to a DC 8
Survival check to
spot the danger before stepping in, but charging or running characters don't have a chance to detect a hidden
bog before blundering in. A typical patch of
quicksand is 20 feet in diameter; the momentum of a charging or running character carries him or her 1d2x5 feet into the
quicksand.
Effects of Quicksand: Characters in
quicksand must make a DC 10
Swim check every round to simply tread water in place, or a DC 15
Swim check to move 5 feet in whatever direction is desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath (see the
Swim skill description)
.
Characters below the surface of a
bog may
swim back to the surface with a successful
Swim check (DC 15, +1 per consecutive round of being under the surface).
Rescue: Pulling out a character trapped in
quicksand can be difficult. A rescuer needs a branch, spear haft, rope, or similar tool that enables him to reach the victim with one end of it. Then he must make a DC 15 Strength check to successfully pull the victim, and the victim must make a DC 10 Strength check to hold onto the branch, pole, or rope. If the victim fails to hold on, he must make a DC 15
Swim check immediately to stay above the surface. If both checks succeed, the victim is pulled 5 feet closer to safety.
Hedgerows: Common in moors,
hedgerows are tangles of stones, soil, and thorny bushes. Narrow
hedgerows function as low
walls, and it takes 15 feet of
movement to cross them. Wide
hedgerows are more than 5 feet tall and take up entire squares. They provide total
cover, just as a wall does. It takes 4 squares of
movement to move through a square with a wide hedgerow; creatures that succeed on a DC 10
Climb check need only 2 squares of
movement to move through the square.
Other Marsh Terrain Elements: Some marshes, particularly swamps, have trees just as forests do, usually clustered in small stands. Paths lead across many marshes, winding to avoid
bog areas. As in forests, paths allow normal
movement and don't provide the
concealment that
undergrowth does.
Stealth and Detection in a Marsh: In a moor, the maximum distance at which a
Spot check for detecting the nearby presence of others can succeed is 6d6x10 feet. In a swamp, this distance is 2d8x10 feet.
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