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Help Is Coming

Environments Designed by Sara | Evenreach Games • Art by Reparatus Art

Tier
1
Type
Traversal
Difficulty
11
Impulses
Lead the lost to her fallen rider lure the stragglers feed the mire

Environment overview

Running through the misty mire toward anyone who wanders near is what looks to be a mare, twisted though she is, green smoke billowing around her.

Potential adversaries

Fen Lights (Will-o'-the-Wisps) Green Ooze the Snapping Turtle (Bear) Giant Mosquitoes Sawtoothed Gillbeast

Features

Passives

passive
  • Keep Up

    Verdigris won't slow down. Following her uses a Progress Countdown (10). It ticks down according to the following criteria when the PCs make an action roll to keep pace:

    • Critical Success: Tick down 3

    • Success with Hope: Tick down 2

    • Success with Fear: Tick down 1

    • Failure with Hope: The PC falls behind, and the fen lights find them.

    • Failure with Fear: The PC falls behind, and the fen lights find them. Verdigris circles back for them; tick up 1.

    When the countdown triggers, she reaches her fallen rider.

    Questions
    • How does Verdigris react when the party lags behind?
    • What do stragglers see in the dark that draws them in?
  • Her Run Is Over

    When the countdown triggers, Verdigris stops beside what's left of her rider: a skeleton in rusted armor, a few strands of blonde hair, and a water-stained journal. Its last entry reads, "Aerlin is such a loyal steed! She heads out looking for help after she checks in on me." If a PC speaks the name Aerlin, Verdigris lies down beside Cinosi and finally rests.

    Questions
    • What does rest look like for Aerlin?
    • How do she and Cinosi find each other again?

Actions

action
  • Patience of the Ages

    Spend a Fear when a PC reaches the turtle's mouth. The mossy hummock they're standing beside snaps shut. The PC must make an Agility Reaction Roll. On a failure, they take 1d8+3 physical damage and are Restrained in its beak until they break free with a successful Strength Roll. On a success, they leap clear and mark a Stress. If anyone attacks it, the turtle rises, towering from the murk; bring in the Snapping Turtle (use the Bear stat block).

    Questions
    • How long since this mammoth beast last arose?
    • What drove it to surface the last time?

Reactions

reaction
  • What Calls to You

    When a PC falls behind, the fen lights take the shape of whatever would draw that character in. Ask the player what they see. They must make an Instinct Reaction Roll. On a failure, they mark a Stress and follow the light toward the turtle's open mouth. On a success, they see the lights for what they are and can find their way back to Verdigris.

    Questions
    • What do the fen lights gain from leading creatures astray?
    • What glints in the murk near the turtle's mouth, left behind by those who came before?

About this environment

Verdigris is named for the green crust on old copper left out in the rain.

Made for Bard & Raven’s 39th homebrew challenge, Nov 2nd 2026. Art by Reparatus Art https://bsky.app/profile/reparatus.bsky.social

Help Is Coming

Tier 1 Traversal

Running through the misty mire toward anyone who wanders near is what looks to be a mare, twisted though she is, green smoke billowing around her.

Impulses: Lead the lost to her fallen rider, lure the stragglers, feed the mire

Difficulty: 11

Potential Adversaries: Fen Lights (Will-o'-the-Wisps), Green Ooze, the Snapping Turtle (Bear), Giant Mosquitoes, Sawtoothed Gillbeast

Features

Keep Up - Passive: Verdigris won't slow down. Following her uses a Progress Countdown (10). It ticks down according to the following criteria when the PCs make an action roll to keep pace:
  • Critical Success: Tick down 3

  • Success with Hope: Tick down 2

  • Success with Fear: Tick down 1

  • Failure with Hope: The PC falls behind, and the fen lights find them.

  • Failure with Fear: The PC falls behind, and the fen lights find them. Verdigris circles back for them; tick up 1.

When the countdown triggers, she reaches her fallen rider.

  • How does Verdigris react when the party lags behind?
  • What do stragglers see in the dark that draws them in?
Her Run Is Over - Passive: When the countdown triggers, Verdigris stops beside what's left of her rider: a skeleton in rusted armor, a few strands of blonde hair, and a water-stained journal. Its last entry reads, "Aerlin is such a loyal steed! She heads out looking for help after she checks in on me." If a PC speaks the name Aerlin, Verdigris lies down beside Cinosi and finally rests.
  • What does rest look like for Aerlin?
  • How do she and Cinosi find each other again?
Patience of the Ages - Action: Spend a Fear when a PC reaches the turtle's mouth. The mossy hummock they're standing beside snaps shut. The PC must make an Agility Reaction Roll. On a failure, they take 1d8+3 physical damage and are Restrained in its beak until they break free with a successful Strength Roll. On a success, they leap clear and mark a Stress. If anyone attacks it, the turtle rises, towering from the murk; bring in the Snapping Turtle (use the Bear stat block).
  • How long since this mammoth beast last arose?
  • What drove it to surface the last time?
What Calls to You - Reaction: When a PC falls behind, the fen lights take the shape of whatever would draw that character in. Ask the player what they see. They must make an Instinct Reaction Roll. On a failure, they mark a Stress and follow the light toward the turtle's open mouth. On a success, they see the lights for what they are and can find their way back to Verdigris.
  • What do the fen lights gain from leading creatures astray?
  • What glints in the murk near the turtle's mouth, left behind by those who came before?

Discussion

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