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Mount Fang Stage 4: The unending tempest

Environments Designed by simonm223

At a glance

Tier
2
Type
Exploration
Difficulty
15
Impulses
Violent winds Channels from the sky to the ground Flying debris

Environment overview

A powerful, surging, storm

Potential adversaries

Thunder Dragon Giant Eagle

Features

Passives

passive
  • Chaotic environment

    Due to the wind, debris and lightning within the storm, no perception is possible beyond Close range unless a character makes an appropriate ability check.

    Questions
    • The wind howls around you, dirt and fog boil. What do you do to navigate in this chaos?
  • Trail markers

    There are three trail markers that players must find to safely navigate the tempest. Each trail marker requires a group skill challenge.

  • Encounter Table

    Roll a d6
    1-2: Lightning Stroke
    3-4: Burst of Wind
    5: Giant Eagle
    6: Omen of Thardax

  • 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.

Actions

action
  • Lightning Stroke
    Fear 1

    Target must make an agility or instinct reaction roll or they take 2d12+4 damage.

    Questions
    • You smell ozone and feel the hairs on your skin begin to rise. You have not even a second before the lightning strikes. What do you do?
  • Burst of wind
    Fear 1

    Spend one fear. All PCs within the tempest must make a strength reaction check or become Vulnerable.

    Questions
    • The wind surges, sand stings your eyes, how do you brace yourself?

Reactions

reaction
  • Lull in the Storm

    Roll 1d8. This becomes the Tempest countdown. Each time you spend a fear to activate a tempest effect increment the die down one. When you remove the die the storm fades for 10 minutes. Players can make it to the next trail marker without a dice roll.

About this environment

A howling gale of blowing debris, fog and lightning

Mount Fang Stage 4: The unending tempest

Tier 2 Exploration

A powerful, surging, storm

Impulses: Violent winds, Channels from the sky to the ground, Flying debris

Difficulty: 15

Potential Adversaries: Thunder Dragon, Giant Eagle

Features

Chaotic environment - Passive: Due to the wind, debris and lightning within the storm, no perception is possible beyond Close range unless a character makes an appropriate ability check.

  1. The wind howls around you, dirt and fog boil. What do you do to navigate in this chaos?

Trail markers - Passive: There are three trail markers that players must find to safely navigate the tempest. Each trail marker requires a group skill challenge.

Encounter Table - Passive: Roll a d6
1-2: Lightning Stroke
3-4: Burst of Wind
5: Giant Eagle
6: Omen of Thardax

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.

Lightning Stroke - Action: Target must make an agility or instinct reaction roll or they take 2d12+4 damage.

  1. You smell ozone and feel the hairs on your skin begin to rise. You have not even a second before the lightning strikes. What do you do?

Burst of wind - Action: Spend one fear. All PCs within the tempest must make a strength reaction check or become Vulnerable.

  1. The wind surges, sand stings your eyes, how do you brace yourself?

Lull in the Storm - Reaction: Roll 1d8. This becomes the Tempest countdown. Each time you spend a fear to activate a tempest effect increment the die down one. When you remove the die the storm fades for 10 minutes. Players can make it to the next trail marker without a dice roll.

Discussion

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