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Tumbleweed

Adversary overview

A free spirit, travelling wherever the wind takes it, on a never-ending quest to find water.

Stat block

Tier
1
Type
Social
Difficulty
12
HP
2
Stress
2
Attack mod
-5
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
3
Major Damage — Mark 2 HP Major
Mark 2 HP
7
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Brambles
Range: Melee
Damage: 1D4
Attack Mod: -5
Damage Type: Physical

Features

Passives

  • Roaming Plant

    The Tumbleweed can only be talked to via Nature's Tongue or a similar ability. It can give basic information on the places it has blown through in the past 1D4 days.

    Where did the Tumbleweed come from? How can it be urged to remember even further back?

  • Wind Rider

    The Tumbleweed is constantly on the move and difficult to catch, so long as the wind is blowing. Any Action Roll done to catch it is done with disadvantage.

    How can the party slow the Tumbleweed down? What does the Tumbleweed say as it dodges the party?

Actions

Reactions

  • Looking for Water

    When the party pours out a significant amount of water, by either using a mundane resource or by marking a Stress to conjure it, the Tumbleweed will take root, rehydrate, and prepare to propagate its seed. All PCs gain a Hope.

    How can the party ensure the Tumbleweed will be safe where it has rooted? How does the Tumbleweed express its gratitude?

Evolutions

Motives & tactics

Ride the wind Seek out water

Experiences

  • A Leaf in the Wind +2

Tumbleweed

Tier 1 social

A free spirit, travelling wherever the wind takes it, on a never-ending quest to find water.

Motives & Tactics: Ride the wind, Seek out water

Difficulty: 12 | Thresholds: 3/7 | HP: 2 | Stress: 2

ATK: -5 | Brambles: Melee | 1D4 Physical

Experience: A Leaf in the Wind +2

HP:

STRESS:

Features

Roaming Plant - Passive: The Tumbleweed can only be talked to via Nature's Tongue or a similar ability. It can give basic information on the places it has blown through in the past 1D4 days.

Where did the Tumbleweed come from? How can it be urged to remember even further back?

Wind Rider - Passive: The Tumbleweed is constantly on the move and difficult to catch, so long as the wind is blowing. Any Action Roll done to catch it is done with disadvantage.

How can the party slow the Tumbleweed down? What does the Tumbleweed say as it dodges the party?

Looking for Water - Reaction: When the party pours out a significant amount of water, by either using a mundane resource or by marking a Stress to conjure it, the Tumbleweed will take root, rehydrate, and prepare to propagate its seed. All PCs gain a Hope.

How can the party ensure the Tumbleweed will be safe where it has rooted? How does the Tumbleweed express its gratitude?

Discussion

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