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Meander

Environments Designed by Aljaz Kodric

At a glance

Tier
2
Type
Traversal
Difficulty
22
Impulses

Environment overview

A winding and narrow path leading into the depths of the plover cave system, accompanied by a brook. Ugh what's that smell?

Potential adversaries

Acid Bats Giant Tapeworm

Features

Passives

passive

Actions

action
  • Can you stomach it?
    Fear 1

    Target one player who must roll a d6. Their PC suffers an effect based on the number rolled:

    1 - The target is affected by two different effects of the DM’s choosing.

    2 - the targets eyes become blurry, making their next two attacks with disadvantage.

    3 - the target’s esophagus is irritated from an acidic gas, making them cough every few seconds. They are unable to ambush enemies until they take a long rest.

    4 - the target’s mind becomes fuzzy. The next time they make an action roll, they will automatically fail. The failure does not generate hope or fear.

    5 - the target starts hallucinating and must mark a stress.

    6 - the target smells a funny smell.

Reactions

reaction
  • Shifting walls
    Fear 1

    If an attack misses and hits a wall, the walls shift making the passage narrower, restraining the players for one turn while they are in a narrow passage. If there is one or more PC to the left or right of one another, all of them mark a stress as they are squeezed tightly together.

About this environment

Meander

Tier 2 Traversal

A winding and narrow path leading into the depths of the plover cave system, accompanied by a brook. Ugh what's that smell?

Impulses:

Difficulty: 22

Potential Adversaries: Acid Bats, Giant Tapeworm

Features

Can you stomach it? - Action: Target one player who must roll a d6. Their PC suffers an effect based on the number rolled:

1 - The target is affected by two different effects of the DM’s choosing.

2 - the targets eyes become blurry, making their next two attacks with disadvantage.

3 - the target’s esophagus is irritated from an acidic gas, making them cough every few seconds. They are unable to ambush enemies until they take a long rest.

4 - the target’s mind becomes fuzzy. The next time they make an action roll, they will automatically fail. The failure does not generate hope or fear.

5 - the target starts hallucinating and must mark a stress.

6 - the target smells a funny smell.

Shifting walls - Reaction: If an attack misses and hits a wall, the walls shift making the passage narrower, restraining the players for one turn while they are in a narrow passage. If there is one or more PC to the left or right of one another, all of them mark a stress as they are squeezed tightly together.

Discussion

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