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underground graveyard

Environments Designed by Rafael Souza • Art by Fael
Tier
2
Type
Traversal
Difficulty
15
Impulses
madness ancient enemies

Environment overview

old corrupted graveyard of amber city

Potential adversaries

undeads royal ancestors

Features

Passives

passive
  • Eternal maze

    start a count of 10, the grave is a maze of magical portals made to confuse thieves and grave robbers.

    roll an instinct check to guess the portals, on rolls:

    Critical: remove 2 from the counter the portals start to make sense and show a clear direction.
    hope+sucess: remove 1 from the counter, lucky dictates the advance but guess whats, its ok.
    fear+sucess: players got lost but dont lose counter.
    Hope+failure: players get into an encounter.
    fear + failure: players get into encounter and are lost +2 counter.

  • The gates of Amber

    before the gates to get to surface, there is a keep on a huge cave inside the grave.
    the keep is protected and the royal family lives there, murdered by the king to keep him without weakness to explore.

    count 10

    After the keep theres is metal ladder going up to sky.

Actions

action
  • Grave guardian
    Fear 1

    if a player tries to open or desecrate any of the tumbs inside the grave, spend a fear and call a guardian to fight them, if they defeat it and tries to desecrate again, sumon the guardian again and so on.

Reactions

reaction
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About this environment

underground graveyard

Tier 2 Traversal

old corrupted graveyard of amber city

Impulses: madness, ancient enemies

Difficulty: 15

Potential Adversaries: undeads, royal ancestors

Features

Eternal maze - Passive: start a count of 10, the grave is a maze of magical portals made to confuse thieves and grave robbers.

roll an instinct check to guess the portals, on rolls:

Critical: remove 2 from the counter the portals start to make sense and show a clear direction.
hope+sucess: remove 1 from the counter, lucky dictates the advance but guess whats, its ok.
fear+sucess: players got lost but dont lose counter.
Hope+failure: players get into an encounter.
fear + failure: players get into encounter and are lost +2 counter.

The gates of Amber - Passive: before the gates to get to surface, there is a keep on a huge cave inside the grave.
the keep is protected and the royal family lives there, murdered by the king to keep him without weakness to explore.

count 10

After the keep theres is metal ladder going up to sky.

Grave guardian - Action: if a player tries to open or desecrate any of the tumbs inside the grave, spend a fear and call a guardian to fight them, if they defeat it and tries to desecrate again, sumon the guardian again and so on.

Discussion

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