Skip to content

Treacherous Descent

Environments Designed by Izzib3th • Art by jcomp

At a glance

Tier
1
Type
Traversal
Difficulty
12
Impulses
Pull the unlucky to a painful and sudden stop Promise the acrophobic a reward of solid ground

Environment overview

A precarious journey to the bottom. Steel yourself, one motion at a time.

Potential adversaries

Harpy, Glass Snake, Giant Spider, Bat Swarm

Features

Passives

passive
  • Climbing Down

    Climbing down uses a Progress Countdown (12). It ticks down according to the following criteria when the PCs make an action roll to climb:
    Critical Success: Tick down 3.
    Success with Hope: Tick down 2.
    Success with Fear: Tick down 1.
    Failure with Hope: No advancement
    Failure with Fear: Tick up 1.
    When the countdown triggers, the party has made it to the bottom of the descent.

  • Descent Path

    Use the below options to flavor the descent type and complications:
    * Slick, smooth path: A slippery path (ice, mud, water). May have a rope hold already set up.
    * Embedded pitons: A steep climb down. Pitons or handholds previously established; their stability unknown.
    * Jutting platforms: (In)conveniently placed scaffolding that requires leaps of faith.
    * Vertical drop: A straight drop down. Rope or wings are the only safe options.
    * Weatherworn staircase: A risky-looking stairwell. Spiraling, incomplete, damaged, or without guardrails.

    Questions
    • What challenges are unique to this descent due to its physical layout?

Actions

action
  • Fall

    Spend a Fear to have a PC’s handhold fail, platform crumble, rope snap, or stair break, plummeting them toward the ground and tick up the countdown by 2. The PC takes 3d12 physical damage if the countdown is 8 or higher, 2d12 between 4 and 7, and 1d12 at 3 or lower.

Reactions

reaction

About this environment

This traversal environment stat block can be scaled higher by increasing the difficulty and/or the countdown. Additional countdowns may also be included if the PCs are being chased, if there is a trigger they are trying to beat, or if the terrain above or below is changing.

Treacherous Descent

Tier 1 Traversal

A precarious journey to the bottom. Steel yourself, one motion at a time.

Impulses: Pull the unlucky to a painful and sudden stop, Promise the acrophobic a reward of solid ground

Difficulty: 12

Potential Adversaries: Harpy, Glass Snake, Giant Spider, Bat Swarm

Features

Climbing Down - Passive: Climbing down uses a Progress Countdown (12). It ticks down according to the following criteria when the PCs make an action roll to climb: Critical Success: Tick down 3. Success with Hope: Tick down 2. Success with Fear: Tick down 1. Failure with Hope: No advancement Failure with Fear: Tick up 1. When the countdown triggers, the party has made it to the bottom of the descent.
Descent Path - Passive: Use the below options to flavor the descent type and complications: * Slick, smooth path: A slippery path (ice, mud, water). May have a rope hold already set up. * Embedded pitons: A steep climb down. Pitons or handholds previously established; their stability unknown. * Jutting platforms: (In)conveniently placed scaffolding that requires leaps of faith. * Vertical drop: A straight drop down. Rope or wings are the only safe options. * Weatherworn staircase: A risky-looking stairwell. Spiraling, incomplete, damaged, or without guardrails.
  1. What challenges are unique to this descent due to its physical layout?
Fall - Action: Spend a Fear to have a PC’s handhold fail, platform crumble, rope snap, or stair break, plummeting them toward the ground and tick up the countdown by 2. The PC takes 3d12 physical damage if the countdown is 8 or higher, 2d12 between 4 and 7, and 1d12 at 3 or lower.

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.