Rules Index | GM Screen | Player's Guide

Chapter 10: Game Mastering / Environment


Source Core Rulebook pg. 514 2.0
Wetlands are the most common kind of swamp, but this category also includes drier marshes such as moors. Swamps often contain quicksand hazards (page 526). Despite their soggy nature, swamps aren’t very likely to experience heavy flooding, since they act as natural sponges and absorb a great deal of water before they flood.


Source Core Rulebook pg. 514 2.0
Also called mires, bogs are watery areas that accumulate peat, are covered by shrubs and moss, and sometimes feature floating islands of vegetation covering deeper pools. Shallow bogs are difficult terrain for a Medium creature, and deep bogs are greater difficult terrain. If a bog is deep enough that a creature can’t reach the bottom, the creature has to Swim. Bogs are also acidic, so particularly extreme or magical bogs can be hazardous terrain.


Source Core Rulebook pg. 514 2.0
Light undergrowth is difficult terrain that allows a character to Take Cover, while heavy undergrowth is greater difficult terrain that provides cover automatically. Some sorts of undergrowth, such as thorns, are also hazardous terrain, and areas with plenty of twisting roots are uneven ground.