A simple, viable move? Looking to incorporate quicksand in there also…
Traveling the Bleak Mire
For each day you travel in the fetid Bleak Mire roll + Con. 10+ you travel the mire without issue. On a 7-9 choose 1. On a miss, choose 2.
– You traveled through swamp water and are invaded by leeches. Lose 1 hp until you next Make Camp.
– Parasites. You do not feel well. Take a debility to Con until you Recover.
– Insects, swarm, buzz and annoy. Take a debility to Int until you leave the Bleak Mire.
I wouldn’t do a “for each day”. That’s a setup for a dog pile of debilities. Maybe “after your first day in the Bleak Mire” or “as you cross through the Bleak Mire”?
Well, it is the Bleak Mire after all. No one said it would be a vacation spot. 🙂
One way I’d go for to curtail the debility pileup would be to stock up on bug repellent, anti parasite meds and so on before embarking. Anyone living near this kind of hellhole would know the risks and be able to fill the adventurer’s in on the basic requirements needed to avoid the worst.
I will say losing 1 hp is not really equivelent to getting a debility to be honest so everyone is going ro choose that.
I agree with james day, that one seems week. Did you mean “your max hp is lowered by 1…”, that would be a little better, but still a little lite. How about “You get stuck badly in the bog and lose something in the attempt to get out. Tell the GM what it is.” That kind of your quicksand angle.
Losing 1d6 HP would be stronger, as there’s an added gambling risk there.
Thanks all. To add. The groups shouldn’t have to get off a path and go into the mire, but if they do…
Like the quicksand idea. Will up to 1d6 on HP.