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Stormy Skies

Tier
3
Type
Traversal
Difficulty
17
Impulses
Brave the storm Find the path Resist the elements

Environment overview

An environment designed for flying characters trying to navigate in a storm.

Potential adversaries

Giant Eagle Flock of Featherfeinds Dire Bat

Features

Passives

passive
  • Navigating the Storm

    Figuring out how to get through the storm requires the party to complete a Progress Countdown (4). A PC who rolls a failure with Fear is immediately targeted by the “Tailspin” action without requiring a Fear to be spent on the feature.

    Questions
    • What weather phenomenon are making it difficult to see?
    • How do the PCs overcome the adverse conditions?

Actions

action
  • Disorienting Winds

    When the PCs fail an action roll, have them make an Agility Reaction Roll. On a failure, they are moved one step further out of range of their closest ally.

    Questions
    • Why does the PC fall behind or get separated?
    • What do the PCs do to try to keep in contact with each other?
  • Bomb Cyclone

    Spend a Fear to summon an extreme weather event, such as a thunderstorm or tornado, at a point of your choice. Each target within Close range of that point must succeed on a reaction roll using a trait you choose to avoid being pummeled by hail, thrown into the air, blasted by lightning, or a similar effect. Targets who fail take 2d10+2 damage of a type you choose.

    Questions
    • Is this the worst weather any of the PCs have experienced?
    • How do the PCs feel being so exposed?
  • Tailspin

    Spend a Fear to have a PC face a powerful gust of wind that causes them to lose control. Start a Consequence Countdown:

    • If the PC's height is within Close Range, set the Countdown to 2.

    • If the PC's height is within Far Range, set the Countdown to 4.

    The next time the PC is spotlighted, they must make an Agility Reaction Roll. If they succeed, the PC regains control of their flight pattern and Countdown ends. If they fail, decrease the Countdown and have the PC mark a Stress. If the Countdown ends, the PC hits the ground and takes appropriate fall damage

    Questions
    • What does the PC see flashing before their eyes in this moment?
    • How do they try to reassert control?

Reactions

reaction
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About this environment

Consider having adversaries in Melee range of PCs be influenced by Disorienting Winds, Bomb Cyclone and Tailspin. This could spread the PCs out and leave them all fighting individual enemies.

Stormy Skies

Tier 3 Traversal

An environment designed for flying characters trying to navigate in a storm.

Impulses: Brave the storm, Find the path, Resist the elements

Difficulty: 17

Potential Adversaries: Giant Eagle, Flock of Featherfeinds, Dire Bat

Features

Navigating the Storm - Passive: Figuring out how to get through the storm requires the party to complete a Progress Countdown (4). A PC who rolls a failure with Fear is immediately targeted by the “Tailspin” action without requiring a Fear to be spent on the feature.
  • What weather phenomenon are making it difficult to see?
  • How do the PCs overcome the adverse conditions?
Disorienting Winds - Action: When the PCs fail an action roll, have them make an Agility Reaction Roll. On a failure, they are moved one step further out of range of their closest ally.
  • Why does the PC fall behind or get separated?
  • What do the PCs do to try to keep in contact with each other?
Bomb Cyclone - Action: Spend a Fear to summon an extreme weather event, such as a thunderstorm or tornado, at a point of your choice. Each target within Close range of that point must succeed on a reaction roll using a trait you choose to avoid being pummeled by hail, thrown into the air, blasted by lightning, or a similar effect. Targets who fail take 2d10+2 damage of a type you choose.
  • Is this the worst weather any of the PCs have experienced?
  • How do the PCs feel being so exposed?
Tailspin - Action: Spend a Fear to have a PC face a powerful gust of wind that causes them to lose control. Start a Consequence Countdown:
  • If the PC's height is within Close Range, set the Countdown to 2.

  • If the PC's height is within Far Range, set the Countdown to 4.

The next time the PC is spotlighted, they must make an Agility Reaction Roll. If they succeed, the PC regains control of their flight pattern and Countdown ends. If they fail, decrease the Countdown and have the PC mark a Stress. If the Countdown ends, the PC hits the ground and takes appropriate fall damage

  • What does the PC see flashing before their eyes in this moment?
  • How do they try to reassert control?

Discussion

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