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Mount Fang Stage 2: The Abandoned Cabin

Environments Designed by simonm223

At a glance

Tier
2
Type
Exploration
Difficulty
14
Impulses
Go into the cellar Rest uneasy

Environment overview

A snow-bound cabin halfway up Mount Fang, silent and eerie

Potential adversaries

Greater Animal Demon Chaos Skull Demonic Hound Pack Mortal Hunter Spectral Guardian zombie pack

Features

Passives

passive
  • Encounter Clock

    Start a countdown clock at 3 on a d6. Whenever the party fail a group check with hope or succeed with fear increment it down one. Whenever the party fails with fear increment the clock down 2. Whenever the party succeeds with hope increment it up one. This clock carries over to future environments on Mount Fang. When the clock reaches 0, reset it to 3 and roll on the encounter table.

  • Silent Cabin, Bloody Cabin

    When players enter the cabin all sound is muted. They cannot hear any sounds that come from outside the cabin while within. Any character who enters the cabin should make an instinct reaction roll. On a success they notice a stain on the floorboards that looks like faded blood. A group check for investigation will reveal the cellar door (see noises from the cellar), and a journal. The journal is written in code but, if deciphered, it reveals its author came to this cabin to enact a series of obscene void rituals that conjure demons and the undead. writer believed he was far enough away from the Thunderer to slip under the ancient dragon's radar while also being high enough up the holy mountain to expect privacy.

    Questions
    • As you enter the cabin, the sound of birdsong stops. Why might that be?
    • Does that look like a blood stain on the floor?
    • You see a cellar door with a heavy chain across it, locked closed with a padlock. Why might that be?
    • You find a book, and an inkwell and a brush. Opening the book, it appears to be full of nonsense. Why would someone do such a thing?
  • Fitful rest

    If players try to take a long or short rest in this location they cannot use the "clear stress" move.

  • Encounter Table

    Roll 1d6

    1-2: 1 chaos skull, 1 demonic hound pack, 1 mortal hunter, 1 spectral guardian, 3 cult initiates (undead)
    3-4: 2 chaos skulls, 1 mortal hunter, 2 zombie packs
    5: 1 greater animal demon, 2 demonic hound packs
    6: Omen of Thardax

Actions

action
  • Noises from the cellar
    Fear 1

    Spend 1 fear. Each player must mark 1 stress.

    Questions
    • You see that this cabin has a cellar under it - and that cellar is closed with a very stout chain and padlock. Do you see the key anywhere?
    • You hear shuffling from in the cellar - like footsteps. Could there be someone down there?
    • A harsh whisper emanates from the cellar, "hello?" Do you answer?

Reactions

reaction
  • Descending into the cellar

    Immediately increment the encounter clock down by 2 if a player opens the cellar door and looks inside.

About this environment

You come to a cabin marked on the chart they were given at the base camp as the half-way stop. The mountain becomes far more perilous past this point and the warden recommended resting for the night here. You arrive as the sun is dipping below the trees. The air here is cool, far colder than down below but it is still temperate enough that trees grow here. Mist hangs over everything and the trees grow thick and dense. With the cold air and the humidity your own clothes cling damp to your body. But there, ahead, is the empty cabin and the promise of shelter for the night.

Mount Fang Stage 2: The Abandoned Cabin

Tier 2 Exploration

A snow-bound cabin halfway up Mount Fang, silent and eerie

Impulses: Go into the cellar, Rest uneasy

Difficulty: 14

Potential Adversaries: Greater Animal Demon, Chaos Skull, Demonic Hound Pack, Mortal Hunter, Spectral Guardian, zombie pack

Features

Encounter Clock - Passive: Start a countdown clock at 3 on a d6. Whenever the party fail a group check with hope or succeed with fear increment it down one. Whenever the party fails with fear increment the clock down 2. Whenever the party succeeds with hope increment it up one. This clock carries over to future environments on Mount Fang. When the clock reaches 0, reset it to 3 and roll on the encounter table.

Silent Cabin, Bloody Cabin - Passive: When players enter the cabin all sound is muted. They cannot hear any sounds that come from outside the cabin while within. Any character who enters the cabin should make an instinct reaction roll. On a success they notice a stain on the floorboards that looks like faded blood. A group check for investigation will reveal the cellar door (see noises from the cellar), and a journal. The journal is written in code but, if deciphered, it reveals its author came to this cabin to enact a series of obscene void rituals that conjure demons and the undead. writer believed he was far enough away from the Thunderer to slip under the ancient dragon's radar while also being high enough up the holy mountain to expect privacy.

  1. As you enter the cabin, the sound of birdsong stops. Why might that be?
  2. Does that look like a blood stain on the floor?
  3. You see a cellar door with a heavy chain across it, locked closed with a padlock. Why might that be?
  4. You find a book, and an inkwell and a brush. Opening the book, it appears to be full of nonsense. Why would someone do such a thing?

Fitful rest - Passive: If players try to take a long or short rest in this location they cannot use the "clear stress" move.

Encounter Table - Passive: Roll 1d6

1-2: 1 chaos skull, 1 demonic hound pack, 1 mortal hunter, 1 spectral guardian, 3 cult initiates (undead)
3-4: 2 chaos skulls, 1 mortal hunter, 2 zombie packs
5: 1 greater animal demon, 2 demonic hound packs
6: Omen of Thardax

Noises from the cellar - Action: Spend 1 fear. Each player must mark 1 stress.

  1. You see that this cabin has a cellar under it - and that cellar is closed with a very stout chain and padlock. Do you see the key anywhere?
  2. You hear shuffling from in the cellar - like footsteps. Could there be someone down there?
  3. A harsh whisper emanates from the cellar, "hello?" Do you answer?

Descending into the cellar - Reaction: Immediately increment the encounter clock down by 2 if a player opens the cellar door and looks inside.

Discussion

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