Mired Dead
There is a rottenness in the air here, and the damp is almost physical in its oppressive, silent heaviness. One by one, little pale lights appear over the water, flickering gently. The bog has taken many lives in its time and now (thanks to Nemirtvi’s corrupting influence) it has retained a hold on them even in death. Under each light stares a ghastly face from under the water, and each adventurer feels the sudden need to join them.
Don’t Look Down. Failure on an Investigation or Perception check while in the area causes someone to see haunting imagery in their peripheral, becoming rattled until they leave the area.
Unhallowed. Anyone that makes a Religion check, an Arcana check with disadvantage , or observes it under the effects of detect magic identifies a necromantic influence on the area.
A group check is required to cross this area safely. Common approaches include Performance to drive back the feeling of dread, Religion to perform a funerary rite to appease the unquiet dead, or a Survival check to find a stable way through.
Critical Failure: The party is compelled to join those in the water and steps into the bog, taking 11 (2d10) necrotic damage and 11 (2d10) psychic damage, suffering one level of strife for each 10 damage dealt as they are embraced by the dead below before coming to their senses.
Failure: The party does not throw themselves into the bog, but they cannot resist reaching into the water. Each adventurer takes 5 (1d10) necrotic damage and 5 (1d10) psychic damage, and suffers a level of strife before coming to their senses.
Success: The adventurers navigate this portion of the bog without incident.
Critical Success: The adventurers navigate the bog, stronger for having been tested. For the next 4 (2d6) days they have advantage on saving throws made against mental stress effects. In addition, roll on the Boons and Discoveries table.