The troupe had woken to grey skies, but at least the rain had stopped. Breakfast* at the Sheath was quick and the trio passed through the Mire Gate not long after dawn. To say that Muckmire Fen, the brown quagmire which confronted the adventurers almost immediately upon their exit from the walled town, was busy would be an exaggeration but neither was the swamp quiet. Eel hunters were already out on their punts; people fished from the banks of the fen where the waters were almost clear, and lithe-limbed frog-catchers combed the reeds and rushes surrounding the body of mucky water.
Across that stinking fen stretched a crumbling stone causeway, an extension of the Old King's Road that spanned the entirety of the mire at its narrowest point, some hundred paces or more. Beyond that -- well, there were mists and fog on the other side of the Muckmire, but the group could still see that the far shoreline was lined with dark pines. Beyond, the shadows of a dramatic mountain range rose in the distance.
See the map in the Judge Handouts, below... you're just west of Garion's Folly, about to cross the stone causeway / bridge if that's the way you're planning to go. That structure is not terribly high -- it's an elevated road / bridge of stone with big earthen footings, but from the side of the causeway to the water/muck is probably no more than ten feet.
Questions?
Dufgal, you are cleared to rejoin the party! Also, subtract 1d7 silvers for your troubles last night and tell me who saw you.