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Mana Plane

Tier
2
Type
Traversal
Difficulty
17
Impulses
Great Rift Travel Trade Routes Mana Crystals

Environment overview

An alternate dimensional realm of the world riddled by powerful mana beasts and dangerous obstacles.

Potential adversaries

Chaos Skull Demon of Wrath Minor Demon

Features

Passives

passive
  • Restless

    PCs can only do short rests while in the Mana Plane. After resting, all PCs mark a stress.

    Questions
    • Why is it so difficult to sleep here? Why am I so uneasy?

Actions

action
  • Mana Storm

    Spend 3 fear to summon a Mana Storm. Start a 1d4 countdown. For each tick, mana lightning strikes aggressively all around. All PCs must make either an Instinct roll or Knowledge roll to try to find or create cover. PCs that roll a failure with fear take 3d12 Direct Magic Damage. PCs that roll a success with fear take half direct magic damage. PCs that roll a success with hope are able to find or create adequate cover and take no damage. Repeat steps for each tick. Once PCs find or create adequate cover do not have to roll for subsequent mana lightning strikes. After the storm ends, players can do a group roll to try and find mana crystals on the ground that formed from the storm.

    Questions
    • The air doesn't feel right. Why are the hairs on my arms standing up straight?

Reactions

reaction
  • Energy Sap

    Whenever players roll a failure with fear in the Mana Plane they must mark 1d4 stress.

    Questions
    • Everything I do here seems to take twice the energy it normally does.
  • Something's Lurking in the Dark

    Whenever PCs take a short rest in the Mana Plane, roll a d20 to see if something chaotic takes advantage of their vulnerabilities. If all PCs are resting, anything under the environment's difficulty will result in an encounter. If a PC is taking watch, reduce the difficulty by 1d6.

    Questions
    • What has been stalking the party and waiting for the perfect opportunity?

About this environment

The Mana Plan is used as a way to fast travel between the Great Rifts of the land. However, the paths are treacherous and mana beasts abound. Stick to the main paths, try not to rest too long. Try to keep sane. Keep going.

Mana Plane

Tier 2 Traversal

An alternate dimensional realm of the world riddled by powerful mana beasts and dangerous obstacles.

Impulses: Great Rift Travel, Trade Routes, Mana Crystals

Difficulty: 17

Potential Adversaries: Chaos Skull, Demon of Wrath, Minor Demon

Features

Restless - Passive: PCs can only do short rests while in the Mana Plane. After resting, all PCs mark a stress.
  • Why is it so difficult to sleep here? Why am I so uneasy?
Mana Storm - Action: Spend 3 fear to summon a Mana Storm. Start a 1d4 countdown. For each tick, mana lightning strikes aggressively all around. All PCs must make either an Instinct roll or Knowledge roll to try to find or create cover. PCs that roll a failure with fear take 3d12 Direct Magic Damage. PCs that roll a success with fear take half direct magic damage. PCs that roll a success with hope are able to find or create adequate cover and take no damage. Repeat steps for each tick. Once PCs find or create adequate cover do not have to roll for subsequent mana lightning strikes. After the storm ends, players can do a group roll to try and find mana crystals on the ground that formed from the storm.
  • The air doesn't feel right. Why are the hairs on my arms standing up straight?
Energy Sap - Reaction: Whenever players roll a failure with fear in the Mana Plane they must mark 1d4 stress.
  • Everything I do here seems to take twice the energy it normally does.
Something's Lurking in the Dark - Reaction: Whenever PCs take a short rest in the Mana Plane, roll a d20 to see if something chaotic takes advantage of their vulnerabilities. If all PCs are resting, anything under the environment's difficulty will result in an encounter. If a PC is taking watch, reduce the difficulty by 1d6.
  • What has been stalking the party and waiting for the perfect opportunity?

Discussion

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