Skip to content

Path to Castle Svetlana

Environments Designed by Aditya Choubey • Art by Rebecca Magar
Tier
2
Type
Traversal
Difficulty
15
Impulses
Overwhelm Scatter Surround

Environment overview

An unsuspecting party is ambushed and chased by a pack of werewolves.

Potential adversaries

Werewolves Wolves Arachnids

Features

Passives

passive
  • Relative Strength

    The Difficulty of this Environment equals that of the adversary with the highest Difficulty.

  • Pack Mentality

    A werewolf has Advantage on attack rolls against a creature if another ally is within Melee range of the target.

  • Terrifying

    Whenever the werewolves make a successful attack, all PCs within Far range lose a Hope and you gain a Fear.

  • The Chase

    The proximity of the party to Castle Svetlana is represented by a Countdown 6 (start with 6 on a d6, tick down to zero), whereas the status of the werewolf pack's ambush is represented by a Countdown 4 (start with a 4 on a d4, tick down to zero).
    Each participant in the chase take actions that reduce their or their opponent's Countdown. The party succeeds if their Countdown reaches zero before their pursuers' and vice versa. Party's Actions
    • Success with Hope: The carriage moves closer to the castle and leaves the ambushers behind. Tick down Party Countdown by 2.
    • Success with Fear: The carriage moves closer to the castle. Tick down Party Countdown by 1.
    • Failure with Hope: The carriage fails to lose their ambushers, however the path does seem to end. Tick down Werewolf Countdown by 1.
    • Failure with Fear: The carriage fails to lose their ambushers, who attempt to crash the carriage. Tick down Werewolf Countdown by 2.
    Werewolf Pack Actions (Rip & Tear, Lycanthropic Bite, Board Carriage)
    • Critical Success: The carriage is surrounded by the werewolves, who attempt to tear apart the carriage. Tick down Werewolf Countdown by 2.
    • Success: The werewolves come close to destabilising the carriage. Tick down Werewolf Countdown by 1.
    • Failure: The werewolves stumble and fail to destabilise the carriage. Tick down Party Countdown by 1.
    • Critical Failure: The werewolves lose their grip on the carriage as the carriage inches closer to the castle. Tick down Party Countdown by 2.

Actions

action
  • Surprise!

    The ambushers reveal themselves to the party. You gain 2 Fear, and the spotlight immediately shifts to one of the ambushing adversaries.

    Questions
    • What do the adversaries want from the party?
    • How do their tactics in the ambush reflect that?
  • Werewolf Attack

    Difficulty: 15 | Thresholds: 12 / 24 | HP: 6 | Stress: 4
    ATK: +3 | Claws: Melee | 2d10+2 Physical
    Experience: Rip & Tear (+2)

  • Lycanthropic Bite
    Fear 2

    A Werewolf can mark a Stress to deliver a cursed bite against a target in Melee range. On a successful attack, the target takes 2d6+6 magic damage and must make a Strength reaction roll. On a failure, the target is Cursed. (A Cursed target must mark a Stress to make any action rolls. When the target marks its last HP, they have a one-time additional death move they may use to take the Werewolf Transformation. This will additionally clear 1d4 HP)

Reactions

reaction

About this environment

An unsuspecting party is ambushed and chased by a pack of werewolves. The werewolves (under command of the Countess) attempt to derail the carriage from its path to the castle.

Path to Castle Svetlana

Tier 2 Traversal

An unsuspecting party is ambushed and chased by a pack of werewolves.

Impulses: Overwhelm, Scatter, Surround

Difficulty: 15

Potential Adversaries: Werewolves, Wolves, Arachnids

Features

Relative Strength - Passive: The Difficulty of this Environment equals that of the adversary with the highest Difficulty.
Pack Mentality - Passive: A werewolf has Advantage on attack rolls against a creature if another ally is within Melee range of the target.
Terrifying - Passive: Whenever the werewolves make a successful attack, all PCs within Far range lose a Hope and you gain a Fear.
The Chase - Passive: The proximity of the party to Castle Svetlana is represented by a Countdown 6 (start with 6 on a d6, tick down to zero), whereas the status of the werewolf pack's ambush is represented by a Countdown 4 (start with a 4 on a d4, tick down to zero). Each participant in the chase take actions that reduce their or their opponent's Countdown. The party succeeds if their Countdown reaches zero before their pursuers' and vice versa. Party's Actions • Success with Hope: The carriage moves closer to the castle and leaves the ambushers behind. Tick down Party Countdown by 2. • Success with Fear: The carriage moves closer to the castle. Tick down Party Countdown by 1. • Failure with Hope: The carriage fails to lose their ambushers, however the path does seem to end. Tick down Werewolf Countdown by 1. • Failure with Fear: The carriage fails to lose their ambushers, who attempt to crash the carriage. Tick down Werewolf Countdown by 2. Werewolf Pack Actions (Rip & Tear, Lycanthropic Bite, Board Carriage) • Critical Success: The carriage is surrounded by the werewolves, who attempt to tear apart the carriage. Tick down Werewolf Countdown by 2. • Success: The werewolves come close to destabilising the carriage. Tick down Werewolf Countdown by 1. • Failure: The werewolves stumble and fail to destabilise the carriage. Tick down Party Countdown by 1. • Critical Failure: The werewolves lose their grip on the carriage as the carriage inches closer to the castle. Tick down Party Countdown by 2.
Surprise! - Action: The ambushers reveal themselves to the party. You gain 2 Fear, and the spotlight immediately shifts to one of the ambushing adversaries.
  • What do the adversaries want from the party?
  • How do their tactics in the ambush reflect that?
Werewolf Attack - Action: Difficulty: 15 | Thresholds: 12 / 24 | HP: 6 | Stress: 4 ATK: +3 | Claws: Melee | 2d10+2 Physical Experience: Rip & Tear (+2)
Lycanthropic Bite - Action: A Werewolf can mark a Stress to deliver a cursed bite against a target in Melee range. On a successful attack, the target takes 2d6+6 magic damage and must make a Strength reaction roll. On a failure, the target is Cursed. (A Cursed target must mark a Stress to make any action rolls. When the target marks its last HP, they have a one-time additional death move they may use to take the Werewolf Transformation. This will additionally clear 1d4 HP)

Discussion

Be thoughtful and kind.

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