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Traveling Through the Miasma
Traveling through the miasma, or “The Mists” as they are colloquially called around the walls of the city of Mistwood Lake, is incredibly dangerous.
The walls of the city were raised to completion just ahead of the mists enveloping the city. Expeditions have been attempted outside the walls, but only enough to begin to catalog the myriad dangers that face those who venture forth from the Mist Gates. First of the dangers is the mist itself.
Miasma Danger Levels
4 | Dangerous | The miasma surrounds the city. Travelers will need protection if they wish to leave the walls, and even with the protection, monsters harry every step. |
3 | Hazardous | The miasma has been pushed off the main roads, but the nearby forests and bogs carry whispers of the creatures changed by its power that are all too willing to attack travelers. |
2 | Risky | The main roads are free from mist and have a relatively wide berth around them. There are several outposts devoted to keeping these roads safe. Still, long journeys or travel outside of these protected roads carries serious risk. |
1 | Secured | The area within a secured zone is considered relatively safe for trade and travel. While some dungeons, ruins, and dark forests may have their dangers, most people can move about without fearing for their lives. |
Traveling Unprotected Through the Mists
When traveling unprotected through the mists while they are at Dangerous levels, a character must make a DC 12 constitution check every hour they travel in the miasma, the DC increasing by 2 each time.
On failure, they contract a disease resistant to magical healing called “Shimmer Rot”.
Protection from the Mists
To protect oneself from the dangers of the mists, the Mist Watch provides its questing members with protection requisitions of various power levels. At the moment, due to a lack of resources and research, these are the only options available:
1) Sprite Lights
These are lanterns with fae sprites captured inside. They can ward off the mist in a 20ft radius around themselves. The sprites wear themselves out doing this, so each sprite can only last for 16 hours. When travelling together closely, only one adventurer needs to have their lantern lit.
Cost per sprite (16 hours): 4 gold
Weight of the lantern: 2lbs
Weight of extra sprite containers: Negligible.
2) Faeglow Logs
Enchanted firewood to keep the mists at a 60 ft radius when the fire is roaring. You must draw a rune circle on the ground the fire is lit upon. Removing it from the rune circle stops the effect. Can also be used for warmth and cooking, though some have commented on the taste of food cooked over such a fire (though none can agree what specific flavor it adds).
Cost: 5 silver
Weight: 20 lbs