The Misty Marsh
A strange magic has twisted and changed this region of the dungeon. It now resembles in all ways that of a strange cold, foggy marsh. Rather than rooms each location is a scrubby mat of spongy vegetation separated by pools of stagnant water and stands of impenetrable briar and trees. Doors are hanging curtains of ivy and vines.
A herbalist in New Sutaberg has heard rumours that a powerful druid exists in one of the upper levels of the dungeon. He would like information about the druid especially any new spells or potions they may have created. [True]
There are whispers of a secret entrance out of the dungeon hidden in the heart of the swamp, accessible only to those who know how to navigate the treacherous bogs and avoid the deadly predators that call it home. [True]
Legend has it that the swamp dungeon was once the lair of a powerful necromancer who was defeated by a group of heroic adventurers. The necromancer's undead minions still roam the halls, guarding the treasures he left behind. [False]
The dwarven king, Thargan Iceshard, once ruled this level of the dungeon. His family would pay well for his crown his shield and his axe. [True]
Doors are always hidden DC12 to find a way through the trees. The trees can be cut down, AC9, HP15, but doing so will generate a roll to see if a wandering encounter is generated. Flying is possible but each round of flying will cause a roll to see if a wandering encounter on the flying wandering encounter table is generated.
This level is lit, it is perpetual daylight, but the light is diffuse and provides no comfort or warmth. In some ways it is more like moonlight than true daylight. The air is moist and chill. These factors combine to make long and short rests difficult. Unless a constitution check is made at DC12 a short rest has no effect and a long rest is reduced to a short rest. Magical protection will remove the need for these checks.
“Passages” between “rooms” are along narrow (two foot) wide dykes that slope down to the water ten feet below. Climbing back up from falling in is easy (DC5) but falling in will cause a roll to see if a wandering encounter on the swimming wandering encounter table is generated.
Swimming is possible in the water beyond and between each of the grassy islands. The water is cold and unpleasantly slimy. Flying is also possible but the mist and fog that fills the air can cause confusion and visibility is no more than 20’.
Some areas are invested with flying biting insects. They do no damage but skill checks in such areas are rolled at a disadvantage.
There are three sets of wandering encounters, ground based, water based and air based.
On each short or long rest or after the party have made a lot of noise (breaking a door or casting a fireball for example roll a d12 (short rest) or d6 (long rest). On a 1 roll 2d4 on the ground table. If PCs are flying or swimming then make a roll on the water or air tables respectively.
Land Encounters
2d4 |
Encounter |
Repeated? |
2 |
Shambling Mound |
N |
3 |
Insect Swarm |
Y |
4-6 |
1d2 Lizardfolk Cultists |
Y |
7 |
Will-o-Wisp |
N |
8 |
1d2 Yuan-Ti |
Y |
Water Encounters
2d4 |
Encounter |
Repeated? |
2 |
Small Water Elemental |
N |
3 |
1d2 Mud Mephit |
Y |
4-6 |
1d2 Merfolk Cultists |
Y |
7 |
Fish Swarm |
N |
8 |
Medium Water Elemental |
N |
Air Encounters
2d4 |
Encounter |
Repeated? |
2 |
Small Air Elemental |
N |
3 |
1 Gas Spore |
Y |
4-6 |
1d4 Stirges |
Y |
7 |
1d2 Aarakocra Cultists |
N |
8 |
Medium Air Elemental |
N |
01: The Wooden Stairs (01st March 2023)
The stone stairs descend for many feet, the air becoming moister and cooler as you go. The walls of the stairway become coated with moss and vines until eventually you find yourself descending wooden steps that feel slightly spongy as if they have started to rot. After a final turn you emerge into grey daylight. Looking around you appear to be on a grassy gnoll. Stands of birch trees block your view in all directions but there is a gap to the south and another to the west.
Special Conditions
There are no special conditions in this location.
02: Yuan-Ti Guard Room
Special Conditions
There are no special conditions in this location.
02a: Warning Sign (02nd March 2023)
There is a tall, spear stuck into the middle of this clearing, The head has rusted and vines have climbed the shaft looking for light. Attached to the sign is a wooden shield, battered and scored. On it is scrawled a message in several languages. There are openings in the trees to the south, and the west.
The languages are draconic, abyssal, Yuan-Ti and common. It reads, “Go Back!”
There is a hidden door [DC12] to the north.
02b: Meeting Chamber (03rd March 2023)
This clearing has a tall round table in the centre and a clear pool of water beside it. A rack with two long spears stands against one of the walls and a leather belt, stained with blood sits on the table. There are openings to the east and west.
The belt appears to be a standard issue one used by adventurers and caravan guards.
There is an arrow slit in the east wall [Perception DC20] through which a guard can watch this chamber and attack.
02c: Guard Rest Room (04th March 2023)
A simple bed and a wooden chest furnish this room. There is an arrow slit in the wall of trees to the west and an exit in the same wall.
A Yuan-Ti Malison guard is in this room and will attack any who enter the Meeting Chamber through the arrow slit, or with a spear if they enter this chamber. He has a snake’s head, with green scales and a muscular human body. He is a servant of the Troll Druid and has a particular hatred for those of the Servants of the Great Eye.
m Yuan-Ti Malison (1): Armed with a spear and long bow. Will attack first before asking questions.
u Plain Silver Ring: 11sp
03: The Combat Pit (05th March 2023)
This clearing has numerous muddy puddles of uncertain depth scattered around leaving a single dry path from the opening in the tree wall to the east to a strange throne constructed of driftwood and dried vines in the south-west corner. Beside the throne stands a bronze tripod upon which stands a shallow basin. Green flames flicker above the basin.
The puddles are no more than an inch or so deep but this can only be found by testing, they appear deeper.
Near the centre of the room is a trap which will open if any PC stands on it. It drops them 20’ into a pool of muddy water unless they make a DC15 Dexterity check to grab the sides.
t Pit Trap: DC12 to spot; DC15 to avoid falling in. Twenty feet deep 2d8 damage falling into water.
The pit is bottle shaped making it impossible to climb out without help from above. The water contains several giant water rats that will attack the PC with a driven frenzy.
If a PC falls in a strange shadowy shape appears on the throne and leans forward to watch the PC struggle. If the PC dies or escapes the figure vanishes. It is hard to make out any details of the figure other than it is wearing cowled robe and no details of the face can be seen.
m Giant Rats (3): They are hungry and are tired of eating each other.
The bottom of the pit is littered with bones and other trash. Hidden amongst the trash are a number of more useful items.
u Pit Bottom: +1 Dagger, 3 Silvered Throwing Stars, Chunk of violet garnet (100gp)
04: The Aviary (06th March 2023)
This open clearing has large cages against the south wall and occupying the north east corner. Pacing around inside are several cockatrices, they caw and cry as you enter the chamber coming up to the bars of the cage to stare at you. In the north west corner of the clearing is a low hummock on which a pair of dead trees stand. The grass at the foot of the tree has been flattened as if someone has been sitting there.
The cages are locked
m Cockatrices (4): Two in each of the cages.
u Tree: A finely carved pipe, probably of rakshasa make. 10gp
05: Bullywug Lair
05a: Outer Chamber (07th March 2023)
This clearing has a number of strange carved pillars decorated with images of odd contorted faces. The black bog oak wood glistens eerily in the pale light. There is an opening in the tree wall in the middle of the south wall.
On closer inspection a DC15 Nature check suggests that the figures on the pillars are badly carved frog like faces – bullywugs.
There is a trap in front of the opening in the south wall. A not very well-hidden tripwire will trigger a net trap.
t Net Trap: DC 15 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 11 dexterity save or become restrained.
When the trap is triggered four nearby bullywugs will come in to engage.
m Bullywugs (4): Armed with spears the frog like creature will prod and poke the PCs in the net and engage any others.
05b: Bullywug Throne Room (08th March 2023)
A shiny black bog oak throne, covered in grotesque carvings and flanked by several tall pillars, carved from the same material dominates the northern end of this chamber.
Sitting on the throne is a grossly fat bullywug wearing a pewter crown engraved with dwarven axeheads. Standing beside him are four more bullywugs armed with long spears.
The king will demand that the PCs kneel before him and give him a tribute of at least 30gp each or he will kill them.
m Bullywugs (4): Armed with spears the frog like creature will prod and poke the PCs in the net and engage any others.
m Bullywugs King: The king has a +1 spear and 18hp.
Under the throne is a bog oak chest.
u Oak Chest: 2500 cp, 1300 sp, 120 gp, a brocade merchant's cap threaded with silver (25 gp), a cloth coat threaded with copper (25 gp), a copper salt cellar engraved with draconic runes (25 gp), an obsidian orb inlaid with copper (25 gp), Spell Scroll (Unseen Servant) (common, dmg 200), Potion of Healing (common, dmg 187)
The pewter crown etched with dwarven axe heads (25 gp – once belonged to Thargan Iceshard).
06: Tiny Trials
The Mould Men hate the Bullywugs and fear the Lizardfolk and the Yuan-Ti. If the PCs show them evidence that they have fought them then they will give them gifts. The same is true if they provide food. They are simple folk and want no more than to live in peace.
06a: Guard Room (09th March 2023)
The entrance to the chamber is guarded by a strange pair of creatures, at is difficult to tell if they are animal or vegetable. A small bluish green humanoid creature with large pale eyes sits atop a larger quadruped of a similar colour. The former has a topknot of tendrils and similar fronds cover its shoulders. The latter has thorny growths sprouting from it.
The creature burbles something and waves its hands in a dismissive gesture.
They only speak their own language so making out what they want will be difficult.
m Mould Man (1) & Thorny (1): They will defend the camp of their chief but will not initiate combat. If combat starts the other two Mould Men from 06c will join in. Each round of combat another 1d4-2 Mould Men will join in coming from the west where they have been on patrol.
06b: Mould Men Store (10th March 2023)
This chamber stinks of rotting meat. Piles of it sit around this chamber.
This is the food store of the Mould men. They are running short of food hunting is difficult.
06c: Chief of the Mould men (11th March 2023)
Flanked by a pair of Mould Men armed with spears, a larger Mould Man with brightly coloured tendrils and fronds sits upon a throne of turf.
m Mould Man (2) & Mould Man Chief: They will defend the camp of their chief but will not initiate combat. If combat starts, each round of combat another 1d4-2 Mould Men will join in, coming from the west where they have been on patrol.
The chief gestures to you and speaks in the strange tongue of the Mould men.
He gets frustrated rather than angry if the PCs don’t understand him and eventually will order his minions to escort the PCs away.
06d: Mould Men Treasure (12th March 2023)
Though they don’t see it as valuable themselves the Mould Men know that others value the treasure they have hidden in a wooden chest in a shallow pit in the ground.
u Treasure Chest: 2200 cp, 900 sp, 30 gp, a brass bowl inlaid with a filigree of electrum (25 gp), an agate salt cellar engraved with dwarven runes (25 gp once belonged to Thargan Iceshard), Spell Scroll (Chill Touch) (common, dmg 200), Spell Scroll (Healing Word) (common, dmg 200), 3 x Potion of Healing (common, dmg 187)
There is a hidden door to this chamber in the south wall.
t Trapped Door: Teleporter Crystal: DC 15 to find, DC 15 to disable; affects each creature which touches the crystal, DC 11 save or be teleported to another location; heroic tier, setback
07: The Whirlpool (13th March 2023)
A swirling, churning whirlpool some 20’ across draws water from all around while above it water cascades from a waterfall hanging in the sky.
Falling into the whirlpool takes you down to level 4 of the dungeon. Flying up through the waterfall takes you up to level 2 [Room 7].
Flying up requires a success check at DC17 to force your way through the water. To go down through the whirlpool requires a constitution check at DC17 or you start to drown.
08: The Mirror Pool (14th March 2023)
This chamber has at it’s centre a wide, shallow, still pool of water. The faint sound of elvish singing can be heard coming from the pool.
There are hidden exits in the north, west and east walls. The north door is trapped (see room 6d)
Any player that stares into the pool for at least 1 minute will be affected by one of the following (1d8):
1-3: Advantage on all Knowledge checks until the next Long Rest.
4-6: Until the next Long Rest the character has an effect identical to the Sanctuary spell on them [Wisdom Save DC20].
7-8: The character is Cursed, until the next Long Rest they are disadvantaged on all Charisma based checks and Initiative rolls. Also, if they see anything reflective, they need to make a Wisdom save at DC12 or be forced to stare at it for one round.
09: The Hag’s Halls
09a: Waiting Room (15th March 2023)
This narrow chamber has multiple openings, two to the south, one to the west and one to the north. The one to the north is obscured by a curtain of flowering vines.
Attached to a tree by the north door is a parchment on which the following is written in a neat and clear hand. “Fortunes told, bargains struck, items bought and sold. Enquire of Evelyn Fairmantle inside.
There is a hidden door in the east wall.
09b: Fortune Teller’s Study (16th March 2023)
A woman of plain appearance dressed in a yellow and green flowing dress sits at a table and looks up as you enter. The rest of the room is decorated with flowers with a curtained alcove at the rear. On the table is a crystal ball and a silver dish.
This is the lair of Chittering Evelyn Gristleface a green hag.
She will offer to tell the fortune of any of the PCs that ask. She will charge 1d12 silver pieces for the advice she gives. The information she gives will be false and lead the PCs into more danger.
m Green Hag: She will not attack unless attacked first. She prefers to mislead and beguile the PCs into making their own mistakes.
In the curtained alcove there is a bed under which is a locked [DC15] chest containing her treasure.
u Hag’s Chest: 2400 cp, 1300 sp, 50 gp, 3 x diamond (50 gp), bloodstone (50 gp), carnelian (50 gp), moonstone (50 gp), quartz (50 gp), 2 x sardonyx (50 gp), Horseshoes of Speed (rare, dmg 175), Potion of Invulnerability (rare, dmg 188)
10: The Troll Druid’s Circle
Special Conditions
The whole of this area is classed as difficult terrain due to the lumpy roots protruding through the soil of the floor.
10a: Guard Room (17th March 2023)
The walls of this chamber are of thick trunked swamp cypresses, their pale grey bark contrasting strongly with their bright foliage. The floor is knobbly with the protruding roots of the trees poking up through the muddy grass of the floor. Rotting heads of bullywugs, yuan-ti, mould-men, humans and lizard folk hang from the branches of the trees. Some are fresh but most appear to have been there some time.
The area is patrolled and guarded by a foul looking hound. Its grey-green flesh shows in patches where its matted fur is missing. Weeping pustules and sores are common, especially around its large mouth filled with razor sharp teeth.
m Trollhound (1): It will fight to the death to defend its master.
10b: Troll Throne Room (18th March 2023)
Perched on a low hummock surrounded by majestic trees is a throne crafted from turves and held together with twisted willow withies.
Behind the throne, through a gap in the trees a further chamber can be seen.
Seated on the throne is Malak Woodweaver, a troll thin to the point of being skeletal. Black hair sprouts from his head and chin and his green skin is stretched tight across angular bones. In his hand he holds a bone sceptre carved with dwarven runes [Used to belong to Thargan Iceshard and is worth 50gp].
He won’t attack instantly, though he will be saddened and less likely to listen if the PCs have killed his pet trollhound.
He will grant access to the elevator in the room beyond if the PCs bring him the heads of the Bullywug and Mould Men kings.
He is a 3rd level druid.
m Malak Woodweaver [Troll Druid] (1):
Armour Class 15 (natural armor) Hit Points 114 (11 HD; 3d8+8d10+55) Speed 30 ft.
STR 18 (+4), DEX 13 (+1), CON 20 (+5), INT 7 (-2), WIS 9 (-1), CHA 7 (-2)
Saving Throws Int +1, Wis +2
Skills Animal Handling +2, Nature +1, Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Druidic, Giant
Challenge 6 (2,300 XP)
There are openings in the east and north walls and a hidden [DC15] door in the north wall of a corridor that leads east from the throne room.
10c: Treasure Room (19th March 2023)
This chamber contains a chest in which the troll has stored the following treasures:
u Troll Treasure Chest: 3000 cp, 9100 sp, 1800 gp, 3 x diamond (50 gp), chalcedony (50 gp), citrine (50 gp), onyx (50 gp), Potion of Invulnerability (rare, dmg 188), a cloth robe trimmed with rabbit fur (25 gp), a copper ewer set with a single spinel (25 gp), a fine leather merchant's cap sewn with electrum (25 gp), a silver shield brooch inlaid with ornate electrum scrollwork (25 gp), a wooden bowl set with a single aquamarine (25 gp), an earthenware chalice painted with noble imagery (25 gp)
10d: The Elevator Room (20th March 2023)
In the North West corner of this thirty-foot square room stands a dead tree One branch is outstretched and forms a shallow bowl. Hanging from another branch is a length of chain, each of the dozen links contains a gem, all bar the top one is dull, the top one glows a pale orange.
The floor is made of two distinct materials. Near the east and south walls the floor is the same as elsewhere muddy turf. The remaining twenty-foot square area is paved wooden planks and sits just slightly below the level of the grass.
There is a single door in the south wall.
This is a magical elevator that moves almost instantly between levels. It has some form of magical sense that enables it to be present whenever one of the doors to the chamber on each of the twelve levels opens. Some rumours suggest that there are, in fact, multiple rooms all identical in all details so that if the doors on different floors are opened at the same time the room will be in both places simultaneously. No one has tested this theory.
A Detect Magic spell will indicate that the whole room as a strong Conjuration aura, concentrated around the statue.
Special Conditions
To activate the elevator the PCs will need to place something in the outstretched palm of the statue.
· 1 cp illuminates the top gem
· 1 sp illuminates the 1st to 2nd
· 1 gp the 1st to 3rd gems
· 1 pp the 1st to 4th gems
· 1 10gp gemstone 1st to 5th gems
· 1 50gp gemstone 1st to 6th gems
· 1 100gp gemstone 1st to 7th gems
· 1 500gp gemstone 1st to 8th gems
· 1 1000gp gemstone 1st to 9th gems
· 1 5000gp gemstone 1st to 10th gems
· 1 rare magic item 1st to 11th gems
· 1 eye per person on the platform 1st to 12th gems
Pressing one of the illuminated gems will take the elevator to that level.
The item is consumed by the tree when the gem is pressed. It is rumoured that the items are transported to a hidden room somewhere in the dungeon.
11. The Isle of the Glass Pillar (21st March 2023)
A barren island stands a scant few inches above the stagnant water of the swamp. Occupying most of the isle is a 20’ diameter, shaft of blue-green glass that appears to have thrust itself through the earth. The glass is transparent but distorts anything seen through it. It glows with a pale light illuminating the area faintly.
Special Conditions
Roll 2d6 each time the PCs enter the chamber to indicate where the Great Eye is at this time.
12: The Gauntlet
12a: The Living Trees (22nd March 2023)
This clearing is surrounded by very sinister looking trees. The bark is the colour of rotting scabs and is criss-crossed with numerous deep fissures. The branches end in sharp thorns and have spear shaped brown leaves hanging from them. A shallow puddle occupies the centre of the clearing on which copper hued leaves float. There is an exit to the west.
There is a hidden door in the east wall.
If the leaves or the puddle is examined a Symbol of Hypnosis is triggered.
t Symbol of Hypnosis: DC 15 to find, DC 10 to disable; affects all targets within 10 ft., DC 11 save or become incapacitated for 1d4 rounds; heroic tier, setback
At the same time the trees start to move into the centre of the chamber crushing those who do not leave the room.
t Crushing Trees: The trees move at 5’ per round.
12b: The Fireplace (23rd March 2023)
Rather incongruously there is an ornate marble fireplace set amongst the birch trees surrounding this rectangular clearing. Craved into it’s stained surface are images of flowers and winged insects. A basket of kindling is set beside the fireplace and in the grate is a neatly stacked pile of logs. A tinderbox sits on top of the mantlepiece.
The fireplace is trapped. If it is examined closely [Investigation DC15] it can be noticed that one of the insects and one of the flowers is less stained than the other parts of the fireplace. If these are touched before the fireplace is lit a scroll appears on top of the fireplace with the following spells; Entangle, Plant Growth and Insect Plague. If the buttons are not pressed then the person lighting the fire must make a Wisdom saving throw at DC15 to avoid being polymorphed into a moth. A save avoids the spell but victim takes 1d8 points of damage.
u Fireplace: Druidic Scroll [Entangle, Plant Growth, Insect Plague]
t Fireplace: DC15 to spot; DC15 Wisdom save to avoid being Polymorphed into a moth. 1d8 Damage on a successful save.
12c: Flame Lilies (24th March 2023)
This clearing has a narrow path running from the opening in the trees I the south to a similar one in the west. The path is surrounded by neatly cultivated beds of large red and orange flowers on tall bright green stems with sword like leaves. The flowers bob and sway as if in a breeze, a breeze you cannot feel.
Each PC needs to make a Stealth check at DC12 to pass through this area. For each player that fails a flower sends out a burst of magical flame identical to a Burning Hands spell cast at 1st level.
t Flame Lilies: DC12 Stealth to avoid, DC12 Dexterity to reduce Burning Hands damage (3d6) by half.
12d: Nuts (25th March 2023)
The trees in this area have broad leaves and carry large spiked seed pods. The floor is covered with the contents of these pods, glossy brown, hard, spheres. The air is filled with stinging biting insects. There is a door in the west wall and an opening in the east.
Movement is difficult and to successfully move more than 5’ an Acrobatics check at DC15 must be made or the PC will fall prone.
Special Conditions
Each round in the room the insects will do 1d4 points of biting damage. They cannot be damaged by melee attacks but an area effect spell that does at least 20 points of damage will disperse them, as will a Gust of Wind or similar.
13: Fungal Forests
13a: Mushroom Carpet (26th March 2023)
The floor of this clearing is carpeted with mushrooms varying from 1 to 6 inches in height. The caps are an odd combination of pink with purple blotches. There is a scent of smoke and charcoal in the air.
The fungus is “Sting Shrooms” which a DC13 Nature check will be able to identify. If the PC succeeds at DC15 they will know that if they are stepped on then they release sharp thorns [+4 melee attack, 1d2 damage DC12 Constitution check or be Confused till next short rest]. It takes a DC15 Stealth check to move through the room without disturbing the fungus.
13b: The Griffon Pillar (27th March 2023)
In the centre of this clearing stands the stalk of a huge mushroom. Smaller examples have been felled and lie stacked in a corner. The stalk has been carved into the semblance of a griffon. Smoke and warmth billows from iron brazier shaped like a giant smoking pipe, filled with glowing charcoal.
A gaunt Yuan-Ti Malison is using a hot sword to finish the carving, his eyes are sunken and he is muttering to himself.
If Yuan-Ti is disturbed he will attack with his red-hot sword (1d4 extra fire damage).
He is muttering, “Must complete the statue, I must complete the statue”
The eyes are missing from the statue. If the Yuan-Ti is killed or stopped from carving then all PCs must make a Wisdom Save. The one with the lowest score must then take over the carving. To stop the curse, two gemstones worth at least 100gp each need to be placed in the eye sockets.
m Yuan-Ti Malison (1): Armed with a red-hot longsword.
14: Entwined
14a: Strung Along (28th March 2023)
A line of ling spears has been thrust into the ground and a line of twine has been stretched from a tree near the eastern doorway to the nearest spear and from there to the next, and the next and through an opening in the west wall.
14b: Strung Along (29th March 2023)
A line of ling spears has been thrust into the ground and a line of twine has been stretched from a tree near the western doorway to the nearest spear and from there to the next, and the next and through an opening in the east wall.
15: Fruitful Forest
15a: Low Hanging Fruits (30th March 2023)
There is a stand of broad-leaved trees in this clearing, from each hang strange fruits resembling small glass flasks, each containing brightly coloured liquids. There is an opening in the trees to the south.
u Magic Trees: 3 Red Flasks containing Potions of Animal Friendship, 2 Orange Flasks containing Potions of Greater Healing, 4 Yellow Flasks containing Potions of Healing and 1 Green Flask containing a Potion of Vitality.
15b: The Stairs (31st March 2023)
A grassy ramp descends from the centre of this clearing. After a dozen or so yards it changes to a wooden staircase. It is poorly made and several of the stairs shift alarmingly. Small niches cut into the walls to hold trophies now display decomposing severed heads. The stairs descend for some distance.
The stair descends to Level 5
A: Hanging Skull
A skull decorated with bird feathers hangs from a tree branch.
A Religion check [DC15] suggests it is a tribal boundary marker.
B: Red Rain
Blood red liquid drips from the overhanging tree canopy forming a sticky pool on the trackway at this location.
C: Acid Cloud
The smell of acid is strong in the area making your eyes water and your throat itch.
PCs need to make a Constitution check at DC13 or cough and croak loudly causing the chance of a wandering encounter.
D: Mire Pit
The ground in this stretch of the corridor is very sticky and players stepping into it can become stuck.
t Mire: DC12 to spot; DC15 to jump over. Requires a DC15 strength check to be pulled out if stepping in.