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Lair of the Beast of Graenskovo

Tier
2
Type
Exploration
Difficulty
16
Impulses
Isolate Prey Trap wounded

Environment overview

The lair of teh beast of Graenskovo.

Potential adversaries

The Beast Dire wolves

Features

Passives

passive
  • Familiar Hunting Grounds

    The Beast has advantage on detecting invisible or hidden foes with foreign scents.

Actions

action
  • Bloodcurling Howl
    Fear 1

    Spend a Fear when the Beast has the spotlight.

    All PCs within Far range must make an Instinct Reaction Roll.

    • On a failure, they gain the temporary condition Frightened until the end of the next GM turn.
    • On a success with Fear, they are not Frightened but must mark 1 Stress as the howl rattles their bones.

    While a PC is Frightened, they have disadvantage on attacks against the Beast.

Reactions

reaction
  • Formless Cloak

    When the Beast takes damage, you may mark a Stress.

    The Beast moves up to Close range. If it moves through a PC’s space, that PC must make a Strength Reaction Roll (15).

    • On a failure, they gain the condition Grappled.
    • While Grappled, the PC suffers half the damage dealt to the Beast (rounded down).

    The Beast cannot end this movement in an occupied space.

About this environment

A cavern of claw-scarred stone and matted fur. The air is heavy with musk and iron. Bones lie scattered in half-eaten rings. A massive wolfskin cloak hangs from stone hooks when not worn — yet it seems to breathe on its own. The den answers its master’s hunger.

Lair of the Beast of Graenskovo

Tier 2 Exploration

The lair of teh beast of Graenskovo.

Impulses: Isolate Prey, Trap wounded

Difficulty: 16

Potential Adversaries: The Beast, Dire wolves

Features

Familiar Hunting Grounds - Passive: The Beast has advantage on detecting invisible or hidden foes with foreign scents.
Bloodcurling Howl - Action: Spend a Fear when the Beast has the spotlight. All PCs within Far range must make an Instinct Reaction Roll. • On a failure, they gain the temporary condition Frightened until the end of the next GM turn. • On a success with Fear, they are not Frightened but must mark 1 Stress as the howl rattles their bones. While a PC is Frightened, they have disadvantage on attacks against the Beast.
Formless Cloak - Reaction: When the Beast takes damage, you may mark a Stress. The Beast moves up to Close range. If it moves through a PC’s space, that PC must make a Strength Reaction Roll (15). • On a failure, they gain the condition Grappled. • While Grappled, the PC suffers half the damage dealt to the Beast (rounded down). The Beast cannot end this movement in an occupied space.

Discussion

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