I'm OK with whatever Swamp Magic spells you all decide to recreate, they are ancillary to the plot, but will be fun. Obviously not all may be used in the course of 5 short quests, we do have to remember this is a new starting group of heroes!
I like the idea of the Slough Trap, but am not sold on the mechanics. Barbarians have a greater chance of being inured b/c they roll more dice? It doesn't sit well with me.
I cannot recall all the instances BP is used for special circumstances in the official quests, I seem to recall rolling 1d6+BP to try to get 10+ for something. Can anyone cite quests we can use as a guide?
my take on it:
Slough Trap: This trap may be searched for as normal but not disarmed since it is part of the natural environment. It must be jumped to be avoided, the trap will continue to effect each hero who enters the square or begins their turn in it. Heroes sink rapidly, roll 1 combat die:
= give the hero a sinking token,
,
= remove a sinking token (optional: heroes in plate mail only remove tokens in a
). Stuck heroes are treated as if they are in a pit trap for movement and combat. Once sinking token equal a hero's starting BP they are killed! Heroes must begin their turn without a sinking token and avoid rolling a skull to leave the Slough Trap square.
In this way it does little harm to a fully healed hero, other than slowing them down. But an unlucky string of rolls can begin to look grim indeed! You could change the kill condition to current BP rather than Starting BP to represent the fatigue making the trap more deadly... I rather like the idea now that I type it out...