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Quicksand Desert

Tier
1
Type
Traversal
Difficulty
11
Impulses
Constant movement Heat exhaustion

Environment overview

Unstable sand surrounds you, constant agile movement is required to stay on top of the sand.

Potential adversaries

Acid Burrower Giant Scorpion Minor Fire Elemental Pirate (Captain, Tough, Raiders) Shark (as sandworm)

Features

Passives

passive
  • Shifting Sands

    Traversing the sands can be dangerous, start a Progress Countdown (4). A failure causes the sinkhole action to target a PC without needing a fear, a failure with fear additionally causes that PC to mark a stress.

Actions

action
  • Sinkhole
    Fear 1

    Spend a Fear to target a PC that has stepped on loose sand, a whirlpool of sand begins to shift below their feet, they must make an Agility Reaction Roll. On a failure, they are vulnerable until they succeed on an Agility Trait Roll or another PC whom is not vulnerable succeeds on a Strength Trait Roll to help them.

  • Sand Pirates
    Fear 1

    Spend a Fear to summon a Pirate Captain on a sand skiff. They appear at very far range and are advancing towards the PC’s.

    Questions
    • Negotiate or fight?

Reactions

reaction
  • First Mate
    Fear 1

    when the Sand Pirates action is triggered, optionally use this reaction to add a Pirate Tough to the skiff with the Captain.

About this environment

The countdown can advance every time a player performs a duality roll while on loose sand, preferably use the countdown individually for each player.

Quicksand Desert

Tier 1 Traversal

Unstable sand surrounds you, constant agile movement is required to stay on top of the sand.

Impulses: Constant movement, Heat exhaustion

Difficulty: 11

Potential Adversaries: Acid Burrower, Giant Scorpion, Minor Fire Elemental, Pirate (Captain, Tough, Raiders), Shark (as sandworm)

Features

Shifting Sands - Passive: Traversing the sands can be dangerous, start a Progress Countdown (4). A failure causes the sinkhole action to target a PC without needing a fear, a failure with fear additionally causes that PC to mark a stress.
Sinkhole - Action: Spend a Fear to target a PC that has stepped on loose sand, a whirlpool of sand begins to shift below their feet, they must make an Agility Reaction Roll. On a failure, they are vulnerable until they succeed on an Agility Trait Roll or another PC whom is not vulnerable succeeds on a Strength Trait Roll to help them.
Sand Pirates - Action: Spend a Fear to summon a Pirate Captain on a sand skiff. They appear at very far range and are advancing towards the PC’s.
  • Negotiate or fight?
First Mate - Reaction: when the Sand Pirates action is triggered, optionally use this reaction to add a Pirate Tough to the skiff with the Captain.

Discussion

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