The Glass Mire
Designed by
Environment overview
Reflections in the glass surfaces lag a few seconds behind reality
Potential adversaries
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Features
Passives
passive-
Disorientation
The glassy reeds and hazy water interact with the suns' lights and other reflections, casting bizarre images into the sky and making it easy to get lost. Make an Instinct roll to traverse. On a success with hope, you will not need to roll on this again. On a success with fear, you make meaningful progress. On a failure, the entire party takes a Stress.
Actions
action-
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Spend a Fear: A draken becomes stuck in the mire and is slowly being pulled down. Make a Tag Team roll with the Draken and its rider to get free. On a failure, both parties lose a Hope and take 1 HP damage.
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Escape
On 3 successes of Disorientation, the party is free. On a success with Hope, mark 2 ticks.
Reactions
reactionAbout this environment
The Glass Mire
Tier 2 Traversal
Reflections in the glass surfaces lag a few seconds behind reality
Impulses: Twinkling lights and reflections, Shifting safe zones
Difficulty: 14
Potential Adversaries: —
Features
The Glass Mire
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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The Glass Mire Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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