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Base Camp Warden

Adversary overview

A grizzled outdoorsman who oversees entry to Mount Fang

The Base Camp Warden is the main administrator of the gate to Mount Fang. They are an older Imperial Scout but one who has focused much more on a detailed knowledge of the mountain and its inhabitants than normal military matters. They don’t want to block people from climbing Mount Fang. They just want to protect people from dying on Mount Fang.

Stat block

Tier
2
Type
Social
Difficulty
14
HP
4
Stress
4
Attack mod
0
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
8
Major Damage — Mark 2 HP Major
Mark 2 HP
16
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Shortbow
Range: Far
Damage: 1d4+3
Attack Mod: 0
Damage Type: Physical

Features

Passives

Actions

  • Don't go unprepared
    stress 1

    If the Base Camp Warden believes the party is unprepared for the climb he can recommend they come back properly equipped. Players should make an instinct check against his difficulty. On a failure they think they're probably prepared. On a success they will get a hint from the GM about proper preparations and will also gain 1 hope.

  • No, seriously, you will die
    fear 1

    If the warden uses Don't go unprepared and the party disregards his advice you may spend one fear to activate No, seriously, you will die. When this happens, each player marks a stress and then the Warden calls Reinforcements - use the Imperial Scout stat block for summoned reinforcements.

  • Reinforcements
    stress 1

    Once per scene, mark a Stress to summon 2d4 additional adversaries, which appear at Far range.

Reactions

Motives & tactics

Protect the mountain Prevent civilian death Prepare climbers

Experiences

  • Dutiful warden +3
  • Mountaineer +2
  • Diplomatic +2

Base Camp Warden

Tier 2 social

A grizzled outdoorsman who oversees entry to Mount Fang

Motives & Tactics: Protect the mountain, Prevent civilian death, Prepare climbers

Difficulty: 14 | Thresholds: 8/16 | HP: 4 | Stress: 4

ATK: 0 | Shortbow: Far | 1d4+3 Physical

Experience: Dutiful warden +3, Mountaineer +2, Diplomatic +2

HP:

STRESS:

Features

Don't go unprepared - Action: If the Base Camp Warden believes the party is unprepared for the climb he can recommend they come back properly equipped. Players should make an instinct check against his difficulty. On a failure they think they're probably prepared. On a success they will get a hint from the GM about proper preparations and will also gain 1 hope.
No, seriously, you will die - Action: If the warden uses Don't go unprepared and the party disregards his advice you may spend one fear to activate No, seriously, you will die. When this happens, each player marks a stress and then the Warden calls Reinforcements - use the Imperial Scout stat block for summoned reinforcements.
Reinforcements - Action: Once per scene, mark a Stress to summon 2d4 additional adversaries, which appear at Far range.

Discussion

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