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Dangerous mountain travel

Tier
2
Type
Traversal
Difficulty
15
Impulses
Against other adventures, environment and locals

Environment overview

The journey to the icebound peak of a redstone mountain range.

Potential adversaries

Yeti, nomads, giants, chaos elementals

Features

Passives

passive
  • Bone chill

    Failures costs a stress in addition to the other consequences.

Actions

action
  • Avalanche
    Fear 1

    Spend a fear to unleash a frozen torrent on the adventurers. All PCs in its path must make an Strength or Agility reaction roll. Adventures using climbing gear get advantage on the roll. Those that fail are pushed to far range and take 2d20 physical damage. Everyone in the area marks a stress.

  • Encounter
    Fear 1

    Spend a fear for a possible friend or unlooked for foe.

Reactions

reaction
  • No safe place

    When the party attempt to rest they need to make an Instinct or Intelligence roll to find/make a safe place. They can long rest on a critical success. Short rest on a success with hope, take one short rest only action on a success with fear, even if they have feature that lets them increase it to a long rest action .

About this environment

Travel through treacherous, frozen mountain terrain. Racing to find a hidden treasure located high in the peaks. Foes or friends include other treasure hunters, Carnivorous and bloodthirsty Yeti’s, nomadic Orc tribes and hardy Giant enclaves.

Dangerous mountain travel

Tier 2 Traversal

The journey to the icebound peak of a redstone mountain range.

Impulses: Against other adventures, environment and locals

Difficulty: 15

Potential Adversaries: Yeti, nomads, giants, chaos elementals

Features

Bone chill - Passive: Failures costs a stress in addition to the other consequences.
Avalanche - Action: Spend a fear to unleash a frozen torrent on the adventurers. All PCs in its path must make an Strength or Agility reaction roll. Adventures using climbing gear get advantage on the roll. Those that fail are pushed to far range and take 2d20 physical damage. Everyone in the area marks a stress.
Encounter - Action: Spend a fear for a possible friend or unlooked for foe.
No safe place - Reaction: When the party attempt to rest they need to make an Instinct or Intelligence roll to find/make a safe place. They can long rest on a critical success. Short rest on a success with hope, take one short rest only action on a success with fear, even if they have feature that lets them increase it to a long rest action .

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