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The Redlands

Tier
2
Type
Traversal
Difficulty
14
Impulses
Swallow people up, dry your bones.

Environment overview

A hot, dry, rocky desert.

Potential adversaries

Nomad Band, Snake, Scorpion, Vulture

Features

Passives

passive
  • Moistureless

    Each day start a D10 countdown timer for the group. The timer ticks down every time someone takes an action.

    When the timer reaches 0 all PCs are Vulnerable, & all actions are at Disadvantage until you drink water. Start a D4 timer. Every time it reaches 0, anyone who has not drunk takes 1HP of damage.

    To replenish your water stocks, desribe how you forage for water & make an appropriate action roll. On a succes, you harvest D4-1 water.

    Questions
    • Which plants give more than just hydration?
    • What techniques or equipment can be employed?

Actions

action
  • Wind Storm

    The wind whips up, bringing stinging rocks & sand, & a deafening roar.

    Make a group Instinct reaction roll, on a sucess you have one action each to prepare. On a failure, mark a Stress.

    Anyone who cannot find shelter is temporarily blind & deaf, all Action Rolls are at disadvantage, & any failed roll results in 1D4 physical damage.

    Questions
    • What ad-hoc or unexpected shelter might you find?
    • Who or what might be sheltering with you?

Reactions

reaction
  • Hallucinagenic Cactus

    Each time a character consumes cactus, roll a die. Evens you are fine, odds you have eaten a hallucinagen. You will see hallucinations for the next 1d6 hours.

    Questions
    • What visions of the past might this magical land bestow upon you?

About this environment

Traversal through the Redlands is dangerous, however there is opportunity for great discoveries. Preserved here are the remnants of an ancient, technologially advanced civillsation, long since wiped out. Perhaps their ruined monoliths hold some residual power or knowledge…

The Redlands

Tier 2 Traversal

A hot, dry, rocky desert.

Impulses: Swallow people up, dry your bones.

Difficulty: 14

Potential Adversaries: Nomad Band, Snake, Scorpion, Vulture

Features

Moistureless - Passive: Each day start a D10 countdown timer for the group. The timer ticks down every time someone takes an action. When the timer reaches 0 all PCs are Vulnerable, & all actions are at Disadvantage until you drink water. Start a D4 timer. Every time it reaches 0, anyone who has not drunk takes 1HP of damage. To replenish your water stocks, desribe how you forage for water & make an appropriate action roll. On a succes, you harvest D4-1 water.
  • Which plants give more than just hydration?
  • What techniques or equipment can be employed?
Wind Storm - Action: The wind whips up, bringing stinging rocks & sand, & a deafening roar. Make a group Instinct reaction roll, on a sucess you have one action each to prepare. On a failure, mark a Stress. Anyone who cannot find shelter is temporarily blind & deaf, all Action Rolls are at disadvantage, & any failed roll results in 1D4 physical damage.
  • What ad-hoc or unexpected shelter might you find?
  • Who or what might be sheltering with you?
Hallucinagenic Cactus - Reaction: Each time a character consumes cactus, roll a die. Evens you are fine, odds you have eaten a hallucinagen. You will see hallucinations for the next 1d6 hours.
  • What visions of the past might this magical land bestow upon you?

Discussion

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