Skip to content

Dense Forest

Tier
1
Type
Traversal
Difficulty
11
Impulses
Serve as a hunting ground hide treasures and dangers offer an alternate route to get somewhere

Environment overview

A temperate forest, growing ever denser as one travels inward.

Potential adversaries

Dire Wolf Bear Sylvan Soldiers Tangle Bramble Green Ooze Minor Treant

Features

Passives

passive
  • Get Across

    To get across to the other side of the forest, the party must complete a Progress Countdown (8). When the countdown triggers, the party has made it across.

    • Critical Success: Countdown ticks down by 3.

    • Success with Hope: Countdown ticks down by 2.

    • Success with Fear: Countdown ticks down by 1.

    • Failure with Hope: Countdown does not tick.

    • Failure with Fear: Countdown ticks up by 1, and trigger a Get Lost action without having to spend Fear.

Actions

action
  • Get Lost
    Fear 1

    Spend a Fear to make the party realize that they are now lost in the forest. To get back on track, they must make an Instinct Reaction Roll. On a failure, the Countdown ticks up by 1 and they mark a Stress. On a success, they seem to get their bearings, but must also mark a Stress.

  • Forgotten Trap
    Fear 1

    Spend a Fear to have a PC suddenly get caught in a trap (such as an old bear trap laid down by hunters, or a forgotten pitfall trap covered up by leaves). They must make a relevant Reaction Roll: if they fail, suffer 1d8+3 damage, and become Vulnerable until their next actionç if they succeed, mark a Stress.

  • Forest Dwellers
    Fear 1

    Spend a Fear to summon 1d4 Syvlan Soldiers/Dire Wolves and 1 Deeproot Defender/Bear who seem to appear out of nowhere and confront the party.

Reactions

reaction
—

About this environment

Dense Forest

Tier 1 Traversal

A temperate forest, growing ever denser as one travels inward.

Impulses: Serve as a hunting ground, hide treasures and dangers, offer an alternate route to get somewhere

Difficulty: 11

Potential Adversaries: Dire Wolf, Bear, Sylvan Soldiers, Tangle Bramble, Green Ooze, Minor Treant

Features

Get Across - Passive: To get across to the other side of the forest, the party must complete a Progress Countdown (8). When the countdown triggers, the party has made it across.
  • Critical Success: Countdown ticks down by 3.

  • Success with Hope: Countdown ticks down by 2.

  • Success with Fear: Countdown ticks down by 1.

  • Failure with Hope: Countdown does not tick.

  • Failure with Fear: Countdown ticks up by 1, and trigger a Get Lost action without having to spend Fear.

Get Lost - Action: Spend a Fear to make the party realize that they are now lost in the forest. To get back on track, they must make an Instinct Reaction Roll. On a failure, the Countdown ticks up by 1 and they mark a Stress. On a success, they seem to get their bearings, but must also mark a Stress.
Forgotten Trap - Action: Spend a Fear to have a PC suddenly get caught in a trap (such as an old bear trap laid down by hunters, or a forgotten pitfall trap covered up by leaves). They must make a relevant Reaction Roll: if they fail, suffer 1d8+3 damage, and become Vulnerable until their next actionç if they succeed, mark a Stress.
Forest Dwellers - Action: Spend a Fear to summon 1d4 Syvlan Soldiers/Dire Wolves and 1 Deeproot Defender/Bear who seem to appear out of nowhere and confront the party.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.