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Witherwild

Tier
1
Type
Exploration
Difficulty
12
Impulses
Cause misfortune to the careless Hunt the fearful Steal items from the unsuspecting Reveal uncanny sights

Environment overview

“Fanewick’s flora and fauna have flourished, unchecked and uncontrolled. Animals swell to massive size; trees warp, twist, and begin to hunt people; and vines creep along the forest floor, strangling all they touch.”

Potential adversaries

Beasts (Bear, Dire Wolf, Giant Eagle) Octomonkeys Acid Burrower Giant Acid Mosquitos Adult Flickerfly Juvenile Flickerfly Havenite Plunderers Vetches Minor Treant Oak Treant Young Dryad

Features

Passives

passive
  • Subtle Shrines

    The party finds a small, hidden clearing in the forest that is festooned with strange dolls and sculptures made of twigs and vines. They seem to depict young and old women, and … slugs? The area has an aura of worship and reverence. Strangely, the aggressive growth of the Witherwild does not encroach here.

    Questions
    • Is this area some sort of shrine? If so, to whom, or what?
    • Who worships here?
    • What effect do these objects have on the Witherwild?
  • Trees Closing in

    The Witherwild here has become aggressive and the twisted trees, hedges and vines are advancing on the party. Fleeing the area requires the party to complete a Progress Countdown (4). A PC who rolls a failure is immediately targeted by Blood-Sucking Vines (see above).

    Questions
    • How do the PCs get through this?
    • How do they keep track of each other in the chaos? How can civilized folk live here!?
  • Wondrous Sights

    There are many wondrous and terrifying sights to be seen in the Witherwild. Tell the party they have come upon an amazing sight, and ask them to describe what they see! Or, roll on the table of Wondrous Sights to the right.

    Questions
    • How does each PC react to the sight?
    • Does the party wish to investigate further?
    • What treasures or terrors might there be if they do?

Actions

action
  • Wickling Theft

    Spend a Fear to summon and immediately spotlight a Wickling Thief (see Appendix 2) (tier2 = 2 thieves) who attempts to steal a random item from a random party member. They will begin by using Quick Hands, and will use Escape Plan as necessary. They will attempt to flee if they take damage.

    Questions
    • What has driven this Wickling to such desperation?
    • Do they live nearby in a community, or are they alone in the wilderness?
  • Becoming Prey

    Spend a Fear to summon and immediately spotlight a Giant Bear Abomination (see Appendix 2). If it marks half or more of its hit points, it will flee at the next opportunity. But not before attempting to grapple the smallest or weakest PC to bring along for a snack later.

    Questions
    • Why is it enraged?
    • What treasures may be in its den?

Reactions

reaction
  • Blood-Sucking Vines

    If a PC sustains severe damage in a fight, carnivorous vines are attracted by the spilled blood and lash out from the underbrush. The PC must succeed on an Agility Reaction Roll or take 1d8+3 physical damage (tier 2 = 2d8+6) and become Restrained by the vines. A Restrained PC can be freed with a successful Finesse or Strength Roll or if the vines sustain at least 6 damage.

    Questions
    • Were these vines drawn by spilled blood?
    • Are they really plant, or animal, or some new horror in between?

About this environment

Witherwild

Tier 1 Exploration

“Fanewick’s flora and fauna have flourished, unchecked and uncontrolled. Animals swell to massive size; trees warp, twist, and begin to hunt people; and vines creep along the forest floor, strangling all they touch.”

Impulses: Cause misfortune to the careless, Hunt the fearful, Steal items from the unsuspecting, Reveal uncanny sights

Difficulty: 12

Potential Adversaries: Beasts (Bear, Dire Wolf, Giant Eagle), Octomonkeys, Acid Burrower, Giant Acid Mosquitos, Adult Flickerfly, Juvenile Flickerfly, Havenite Plunderers, Vetches, Minor Treant, Oak Treant, Young Dryad

Features

Subtle Shrines - Passive: The party finds a small, hidden clearing in the forest that is festooned with strange dolls and sculptures made of twigs and vines. They seem to depict young and old women, and … slugs? The area has an aura of worship and reverence. Strangely, the aggressive growth of the Witherwild does not encroach here.
  1. Is this area some sort of shrine? If so, to whom, or what?
  2. Who worships here?
  3. What effect do these objects have on the Witherwild?
Trees Closing in - Passive: The Witherwild here has become aggressive and the twisted trees, hedges and vines are advancing on the party. Fleeing the area requires the party to complete a Progress Countdown (4). A PC who rolls a failure is immediately targeted by Blood-Sucking Vines (see above).
  1. How do the PCs get through this?
  2. How do they keep track of each other in the chaos? How can civilized folk live here!?
Wondrous Sights - Passive: There are many wondrous and terrifying sights to be seen in the Witherwild. Tell the party they have come upon an amazing sight, and ask them to describe what they see! Or, roll on the table of Wondrous Sights to the right.
  1. How does each PC react to the sight?
  2. Does the party wish to investigate further?
  3. What treasures or terrors might there be if they do?
Wickling Theft - Action: Spend a Fear to summon and immediately spotlight a Wickling Thief (see Appendix 2) (tier2 = 2 thieves) who attempts to steal a random item from a random party member. They will begin by using Quick Hands, and will use Escape Plan as necessary. They will attempt to flee if they take damage.
  1. What has driven this Wickling to such desperation?
  2. Do they live nearby in a community, or are they alone in the wilderness?
Becoming Prey - Action: Spend a Fear to summon and immediately spotlight a Giant Bear Abomination (see Appendix 2). If it marks half or more of its hit points, it will flee at the next opportunity. But not before attempting to grapple the smallest or weakest PC to bring along for a snack later.
  1. Why is it enraged?
  2. What treasures may be in its den?
Blood-Sucking Vines - Reaction: If a PC sustains severe damage in a fight, carnivorous vines are attracted by the spilled blood and lash out from the underbrush. The PC must succeed on an Agility Reaction Roll or take 1d8+3 physical damage (tier 2 = 2d8+6) and become Restrained by the vines. A Restrained PC can be freed with a successful Finesse or Strength Roll or if the vines sustain at least 6 damage.
  1. Were these vines drawn by spilled blood?
  2. Are they really plant, or animal, or some new horror in between?

Discussion

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