本节包含以下数据块:
一条流速湍急、没有桥梁跨越的河流,水深足以冲走大多数人。
趋向: 阻隔通行、卷走措手不及的人、分隔两岸
难度: 10
潜在敌人: 野兽(熊,玻璃蛇),锯齿刀强盗(咒术师,碎膝者,喽啰,队长,影子,狙击手)
一片曾经的德鲁伊林地,如今休耕荒废,重回自然原貌。
趋向: 吸引好奇者,反映过往
难度: 11
潜在敌人: 野兽(熊,恐狼,玻璃蛇),林地守卫(小型树人,森林战士,幼年树精)
一场设计好的埋伏,旨在将没有防备的队伍打个措手不及。
趋向: 制服,分散,包围
难度: 特殊(详见“战力浮动”)
潜在敌人: 任意
由玩家角色设下的埋伏,旨在将没有防备的敌人打个措手不及。
趋向: 逃跑,抱团,保护弱者
难度: 特殊(详见“战力浮动”)
潜在敌人: 任意
作为定居点的经济中心,本土匠人、行商走贩、以及不同阶级的顾客皆聚集于此。
趋向: 低买高卖,吹嘘叫卖各类远疆近邻的商货
难度: 10
潜在敌人: 守卫(持刃警卫,警卫队长),蒙面盗贼,商人
一座陡峭、嶙峋的高耸悬崖,攀爬它简直就是玩命。
趋向: 为那些准备不足的人带去死亡,某种存在于山巅的事物诱惑着人们不断向上
难度: 12
潜在敌人: 构装体,深根守卫,巨蝎,玻璃蛇
这座喧闹的酒馆是小镇上少有的社交中心。
趋向: 为冒险者提供机遇,协助社区
难度: 10
潜在敌人: 守卫(持刃警卫,警卫队长),雇佣兵(扰敌者,雇佣剑客,咒剑士,武器大师),商人
位于国家或地区边境的小镇,临近于某个地下城、墓穴、或其它冒险目的地。
趋向: 驱使绝望者踏入注定的终局,通过鼓吹希望来盈利
难度: 12
潜在敌人: 锯齿刀强盗(咒术师,碎膝者,喽啰,队长,影子,狙击手),蒙面盗贼,商人
在一堆燃烧着病态阴绿色火焰的篝火旁,聚集着一群崇拜着战败诸神圣徽的堕落派邪教。
趋向: 亵渎大地,在凡人界域与轮回下界间打穿一条通道
难度: 14
潜在敌人: 堕落诸神邪教(邪教门徒,邪教爪牙,邪教学徒,守密人)
一座稍显拥挤但秩序井然的圣殿,殿内提供有治疗服务且会定期举行祭祀仪式,目前由一位牧师或神使管理。
趋向: 沟通凡人界域与圣辉上界,展现神圣之力,为信徒提供援助与引导。
难度: 13
潜在敌人: 守卫(持弓警卫,持刃警卫,警卫队长)
一座废弃的城市,如今已被来自过去的彷徨阴魂所占据。
趋向: 误导与迷惑,重现个体与群体所遭遇的末日景象
难度: 14
潜在敌人: 鬼魂(幽灵弓箭手,幽灵队长,幽灵守护者),鬼魅形态的其它敌人(详见“鬼魅形态”)
刺破云霄的嶙峋山峰,只有一条蜿蜒曲折的险径盘山而上,途中更是存在无数弯折。
趋向: 极为严峻的补给和体力挑战,显现魔法扰动,减缓旅行速度
难度: 15
潜在敌人: 野兽(熊,巨鹰,玻璃蛇),混沌骷髅,牛头人破坏者,命定猎手
厚重到近乎浓稠的靛蓝余烬环绕在一棵被苔藓覆盖的巨木周围,此木恒久不熄地燃烧着,透着一股病态的幽蓝。
趋向: 噼啪作响的燃烧声响组合成令人不自觉想要跟随的诡异节奏,腐化森林
难度: 16
潜在敌人: 野兽(熊,玻璃蛇),元素生物(元素火花),苍翠守卫(树精,橡木树人,雄鹿骑士)
一场激烈的围城战,进攻方正试图攻入一座固若金汤的城堡。
趋向: 消磨战斗意志,破坏城墙,加剧紧张局势
难度: 17
潜在敌人: 雇佣兵(扰敌者,雇佣剑客,咒剑士,武器大师),贵族武装(弓手小队,应征兵,精锐士兵,界域骑士)
两群武装人员之间爆发的大规模战斗。
趋向: 抢占人力、土地与财富,为贪婪与荣耀洒下鲜血
难度: 17
潜在敌人: 雇佣兵(雇佣剑客,扰敌者,咒剑士,武器大师),贵族武装(弓手小队,应征兵,精锐士兵,王国骑士)
一个危险的异空间,现实法则在这里破碎且扭曲。
趋向: 否定确定性,吞噬力量,违背逻辑
难度: 20
潜在敌人: 异界邪物(憎恶体,腐曜体,仆从)
一场旨在突破圣辉上界之门、推翻新神统治的大型仪式。
趋向: 集聚力量,施加威慑,压服异见
难度: 20
潜在敌人: 至高死灵师,天陨神兵,命定猎手,末日先知,完化丧尸
宏伟帝国的恢弘辖地,那剥削来的珍宝装点着此地的每一个角落。
趋向: 维护并延续帝国统治,用权力与财富的承诺收买对手
难度: 20
潜在敌人: 持刃警卫,交际花,王国骑士,君主,间谍
一座淹没在尘埃中的地下墓穴,内有藏书室、蜿蜒曲折的回廊以及大量的石棺,到处溅洒着入侵者的不幸之血。
趋向: 令入侵者迷失,深究那些不该现世的禁忌知识,塑造不死生物,释放不死生物的洪流
难度: 19
潜在敌人: 至高死灵师的仆从(完化丧尸,丧尸军团)
This section contains the following stat blocks.
A former druidic grove lying fallow and fully reclaimed by nature. Impulses: Draw in the curious, echo the past
Potential Adversaries: Beasts (Bear, Dire Wolf, Glass Snake), Grove Guardians (Minor Treant, Sylvan Soldier, Young Dryad)
Why did these groups come to blows? Why is the grove unused now?
Barbed Vines - Action: Pick a point within the grove. All targets within Very Close range of that point must succeed on an Agility Reaction Roll or take 1d8+3 physical damage and become Restrained by barbed vines. Restrained lasts until they're freed with a successful Finesse or Strength roll or by dealing at least 6 damage to the vines.
How many vines are there? Where do they grab you? Do they pull you down or lift you off the ground?
You Are Not Welcome Here - Action: A Young Dryad, two Sylvan Soldiers, and a number of Minor Treants equal to the number of PCs appear to confront the party for their intrusion.
What are the grove guardians concealing? What threat to the forest could the PCs confront to appease the Dryad?
Defi ler - Action: Spend a Fear to summon a Minor Chaos Elemental drawn to the echoes of violence and discord. They appear within Far range of a chosen PC and immediately take the spotlight.
What color does the grass turn as the elemental appears? How does the chaos warp insects and small wildlife within the grove?
An ambush is set to catch an unsuspecting party off -guard. Impulses: Overwhelm, scatter, surround
Difficulty: Special (see "Relative Strength") Potential Adversaries: Any
Relative Strength - Passive: The Difficulty of this environment equals that of the adversary with the highest Difficulty. Who cues the ambush? What makes it clear they're in charge?
Surprise! - Action: The ambushers reveal themselves to the party, you gain 2 Fear, and the spotlight immediately shifts to one of the ambushing adversaries.
What do the ambushers want from the party? How do their tactics in the ambush refl ect that?
An ambush is set by the PCs to catch unsuspecting adversaries off -guard.
Impulses: Escape, group up, protect the most vulnerable
Difficulty: Special (see "Relative Strength") Potential Adversaries: Any
What are the adversaries in the middle of doing when the ambush starts? How does this impact their approach to the fi ght?
The economic heart of the settlement, with local artisans, traveling merchants, and patrons across social classes.
Impulses: Buy low, and sell high, tempt and tantalize with wares from near and far
Potential Adversaries: Guards (Bladed Guard, Head Guard), Masked Thief, Merchant
What cost beyond gold will the merchant ask for in exchange for this rarity?
Sticky Fingers - Action: A thief tries to steal something from a PC. The PC must succeed on an Instinct Roll to notice the thief or lose an item of the GM's choice as the thief escapes to a Close distance. To retrieve the stolen item, the PCs must complete a Progress Countdown (6) to chase down the thief before the thief completes a Consequence Countdown (4) and escapes to their hideout.
What drove this person to pickpocketing? Where is the thief's hideout and how has it avoided notice?
Crowd Closes In - Reaction: When one of the PCs splits from the group, the crowds shift and cut them off from the party. Where does the crowd's movement carry them? How do they feel about being alone but surrounded?
A steep, rocky cliff side tall enough to make traversal dangerous. Impulses: Cast the unready down to a rocky doom, draw people in with promise of what lies at the top
Potential Adversaries: Construct, Deeproot Defender, Giant Scorpion, Glass Snake
The Climb - Passive: Climbing up the cliff side uses a Progress Countdown (12). It ticks down according to the following criteria when the PCs make an action roll to climb:
When the countdown triggers, the party has made it to the top of the cliff .
What strange formations are the stones arranged in? What ominous warnings did previous adventurers leave?
Pitons Left Behind - Passive: Previous climbers left behind large metal rods that climbers can use to aid their ascent. If a PC using the pitons fails an action roll to climb, they can mark a Stress instead of ticking the countdown up.
What do the shape and material of these pitons tell you about the previous climbers? How far apart are they from one another?
Fall - Action: Spend a Fear to have a PC's handhold fail, plummeting them toward the ground. If they aren't saved on the next action, they hit the ground and tick up the countdown by 2. The PC takes 1d12 physical damage if the countdown is between 8 and 12, 2d12 between 4 and 7, and 3d12 at 3 or lower. How can you tell many others have fallen here before? What lives in these walls that might try to scare adventurers into falling for an easy meal?
A lively tavern that serves as the social hub for its town. Impulses: Provide opportunities for adventurers, nurture community
Potential Adversaries: Guards (Bladed Guard, Head Guard), Mercenaries (Harrier, Sellsword, Spellblade, Weaponmaster), Merchant
What piece do you perform? What does that piece mean to you? When's the last time you performed it for a crowd?
Mysterious Stranger - Action: Reveal a stranger concealing their identity, lurking in a shaded booth.
What do they want? What's their impression of the PCs? What mannerisms or accessories do they have?
Someone Comes to Town - Action: Introduce a signifi cant NPC who wants to hire the party for something or who relates to a PC's background.
Did they know the PCs were here? What do they want in this town?
Bar Fight! - Action: Spend a Fear to have a bar fi ght erupt in the tavern. When a PC tries to move through the tavern while the fi ght persists, they must succeed on an Agility or Presence Roll or take 1d6+2 physical damage from a wild swing or thrown object. A PC can try to activate this feature by succeeding on an action roll that would provoke tavern patrons.
Who started the fi ght? What will it take to stop it?
A small town on the outskirts of a nation or region, close to a dungeon, tombs, or other adventuring destinations.
Impulses: Drive the desperate to certain doom, profi t off of ragged hope
Potential Adversaries: Jagged Knife Bandits (Hexer, Kneebreaker, Lackey, Lieutenant, Shadow, Sniper), Masked Thief, Merchant
Rumors Abound - Passive: Gossip is the fastest-traveling currency in the realm. A PC can inquire about major events by making a Presence Roll. What they learn depends on the outcome of their roll, based on the following criteria:
What news do the PCs have that they could pass along to curious travelers? What do the locals think about these events?
Society of the Broken Compass - Passive: An adventuring society maintains a chapterhouse here, where heroes trade boasts and rumors, drink to their imagined successes, and scheme to undermine their rivals.
What boasts do the adventurers here make, and which do you think are true?
Rival Party - Passive: Another adventuring party is here, seeking the same treasure or leads as the PCs.
Which PC has a connection to one of the rival party members? Do they approach the PC fi rst or do they wait for the PC to move?
It'd Be a Shame If Something Happened to Your Store - Action: The PCs witness as agents of a local crime boss shake down a general goods store.
What trouble does it cause if the PCs intervene?
Wrong Place, Wrong Time - Reaction: At night, or when the party is alone in a back alley, you can spend a Fear to introduce a group of thieves who try to rob them. The thieves appear at Close range of a chosen PC and include a Jagged Knife Kneebreaker, as many Lackeys as there are PCs, and a Lieutenant. For a larger party, add a Hexer or Sniper.
What details show the party that these people are desperate former adventurers?
A swift-moving river without a bridge crossing, deep enough to sweep away most people.
Impulses: Bar crossing, carry away the unready, divide the land
Potential Adversaries: Beasts (Bear, Glass Snake), Jagged Knife Bandits (Hexer, Kneebreaker, Lackey, Lieutenant, Shadow, Sniper)
Dangerous Crossing - Passive: Crossing the river requires the party to complete a Progress Countdown (4). A PC who rolls a failure with Fear is immediately targeted by the "Undertow" action without requiring a Fear to be spent on the feature. Have any of the PCs forded rivers like this before? Are any of them afraid of drowning?
Undertow - Action: Spend a Fear to catch a PC in the undertow. They must make an Agility Reaction Roll. On a failure, they take 1d6+1 physical damage and are moved a Close distance down the river, becoming Vulnerable until they get out of the river. On a success, they must mark a Stress.
What trinkets and baubles lie along the bottom of the riverbed? Do predators swim these rivers?
Patient Hunter - Action: Spend a Fear to summon a Glass Snake within Close range of a chosen PC. The Snake appears in or near the river and immediately takes the spotlight to use their "Spinning Serpent" action.
What treasures does the beast have in their burrow? What travelers have already fallen victim to this predator?
A Fallen cult assembles around a sigil of the defeated gods and a bonfi re that burns a sickly shade of green. Impulses: Profane the land, unite the Mortal Realm with the Circles Below
Potential Adversaries: Cult of the Fallen (Cult Adept, Cult Fang, Cult Initiate, Secret-Keeper)
Desecrated Ground - Passive: Cultists dedicated this place to the Fallen Gods, and their foul infl uence seeps into it. Reduce the PCs' Hope Die to a d10 while in this environment. The desecration can be removed with a Progress Countdown (6). How do the PCs fi rst notice that something is wrong about this place? What fears resurface while hope is kept at bay?
Blasphemous Might - Action: A portion of the ritual's power is diverted into a cult member to fi ght off interlopers. Choose one adversary to become Imbued with terrible magic until the scene ends or they're defeated. An Imbued adversary immediately takes the spotlight and gains one of the following benefi ts, or all three if you spend a Fear:
How does the enemy change in appearance? What fears do their blows bring to the surface?
The Summoning - Reaction: Countdown (6). When the PCs enter the scene or the cult begins the ritual to summon a demon, activate the countdown. Designate one adversary to lead the ritual. The countdown ticks down when a PC rolls with Fear. When it triggers, summon a Minor Demon within Very Close range of the ritual's leader. If the leader is defeated, the countdown ends with no eff ect as the ritual fails.
What will the cult do with this leashed demon if they succeed? What will they try to summon next?
Complete the Ritual - Reaction: If the ritual's leader is targeted by an attack or spell, an ally within Very Close range of them can mark a Stress to be targeted by that attack or spell instead. What does it feel like to see such devotion turned to the pursuit of fear and domination?
A bustling but well-kept temple that provides healing and hosts regular services, overseen by a priest or seraph.
Impulses: Connect the Mortal Realm with the Hallows Above, display the power of the divine, provide aid and succor to the faithful
Potential Adversaries: Guards (Archer Guard, Bladed Guard, Head Guard)
A Place of Healing - Passive: A PC who takes a rest in the Hallowed Temple automatically clears all HP.
What does the incense smell like? What kinds of songs do the acolytes sing?
lingers after the images have passed?
Relentless Hope - Reaction: Once per scene, each PC can mark a Stress to turn a result with Fear into a result with Hope. What emotions or memories do you connect with when fear presses in?
Divine Censure - Reaction: When the PCs have trespassed, blasphemed, or off ended the clergy, you can spend a Fear to summon a High Seraph and 1d4 Bladed Guards within Close range of the senior priest to reinforce their will.
What symbols or icons do they bear that signal they are anointed agents of the divinity? Who leads the group and what led them to this calling?
An abandoned city populated by the restless spirits of eras past. Impulses: Misdirect and disorient, replay apocalypses both public and personal
Potential Adversaries: Ghosts (Spectral Archer, Spectral Captain, Spectral Guardian), ghostly versions of other adversaries (see "Ghostly Form")
Buried Knowledge - Passive: The city has countless mysteries to unfold. A PC who seeks knowledge about the fallen city can make an Instinct or Knowledge Roll to learn about this place and discover (potentially haunted) loot.
What greater secrets does the city contain? Why have so many ghosts lingered here? What doomed adventurers have met a bad fate here already?
What do the ghosts want from you? What do you need from them?
Apocalypse Then - Action: Spend a Fear to manifest the echo of a past disaster that ravaged the city. Activate a Progress Countdown (5) as the disaster replays around the PCs. To complete the countdown and escape the catastrophe, the PCs must overcome threats such as rampaging fi res, stampeding civilians, collapsing buildings, or crumbling streets, while recalling history and fi nding clues to escape the inevitable. Is this the disaster that led the city to be abandoned? What is known about this disaster, and how could that help the PCs escape?
Stony peaks that pierce the clouds, with a twisting path winding its way up and over through many switchbacks.
Impulses: Exact a chilling toll in supplies and stamina, reveal magical tampering, slow down travel
Potential Adversaries: Beasts (Bear, Giant Eagle, Glass Snake), Chaos Skull, Minotaur Wrecker, Mortal Hunter
Engraved Sigils - Passive: Large markings and engravings have been made in the mountainside. A PC with a relevant background or Experience identifi es them as weather magic increasing the power of the icy winds. A PC who succeeds on a Knowledge Roll can recall information about the sigils, potential information about their creators, and the knowledge of how to dispel them. If a PC critically succeeds, they recognize that the sigils are of a style created by ridgeborne enchanters and they gain advantage on a roll to dispel the sigils.
Who laid this enchantment? Are they nearby? Why did they want the weather to be more daunting?
Avalanche - Action: Spend a Fear to carve the mountain with an icy torrent, causing an avalanche. All PCs in its path must succeed on an Agility or Strength Reaction Roll or be bowled over and carried down the mountain. A PC using rope, pitons, or other climbing gear gains advantage on this roll. Targets who fail are knocked down the mountain to Far range, take 2d20 physical damage, and must mark a Stress. Targets who succeed must mark a Stress.
How do the PCs try to weather the avalanche? What approach do the characters take to fi nd one another when their companions go hurtling down the mountainside?
Raptor Nest - Reaction: When the PCs enter the raptors' hunting grounds, two Giant Eagles appear at Very Far range of a chosen PC, identifying the PCs as likely prey.
How long has it been since the eagles last found prey? Do they have eggs in their nest, or unfl edged young?
Icy Winds - Reaction: Countdown (Loop 4). When the PCs enter the mountain pass, activate the countdown. When it triggers, all characters traveling through the pass must succeed on a Strength Reaction Roll or mark a Stress. A PC wearing clothes appropriate for extreme cold gains advantage on these rolls. What parts of the PC's bodies go numb fi rst? How do they try to keep warm as they press forward?
Thick indigo ash fi lls the air around a towering moss-covered tree that burns eternally with fl ames a sickly shade of blue. Impulses: Beat out an uncanny rhythm for all to follow, corrupt the woods
Potential Adversaries: Beasts (Bear, Glass Snake), Elementals (Elemental Spark), Verdant Defenders (Dryad, Oak Treant, Stag Knight)
Chaos Magic Locus - Passive: When a PC makes a Spellcast Roll, they must roll two Fear Dice and take the higher result. What does it feel like to work magic in this chaos-touched place? What do you fear will happen if you lose control of the spell?
The Indigo Flame - Passive: PCs who approach the central tree can make a Knowledge Roll to try to identify the magic that consumed this environment.
What Fallen cult corrupted these woods? What have they already done with the cursed wood and sap from this tree?
Grasping Vines - Action: Animate vines bristling with thorns whip out from the underbrush to ensnare the PCs. A target must succeed on an Agility Reaction Roll or become Restrained and Vulnerable until they break free, clearing both conditions, with a successful Finesse or Strength Roll or by dealing 10 damage to the vines. When the target makes a roll to escape, they take 1d8+4 physical damage and lose a Hope.
What painful memories do the vines bring to the surface as they pierce fl esh?
Charcoal Constructs - Action: Warped animals wreathed in indigo fl ame trample through a point of your choice. All targets within Close range of that point must make an Agility Reaction Roll. Targets who fail take 3d12+3 physical damage. Targets who succeed take half damage instead.
Are these real animals consumed by the fl ame or merely constructs of the corrupting magic?
Choking Ash - Reaction: Countdown (Loop ). When the PCs enter the Burning Heart of the Woods, activate the countdown. When it triggers, all characters must make a Strength or Instinct Reaction Roll. Targets who fail take 4d6+5 direct physical damage. Targets who succeed take half damage. Protective masks or clothes give advantage on the reaction roll. What hallucinations does the ash induce? What incongruous taste
does it possess?
An active siege with an attacking force fi ghting to gain entry to a fortifi ed castle.
Impulses: Bleed out the will to fi ght, breach the walls, build tension
Potential Adversaries: Mercenaries (Harrier, Sellsword, Spellblade, Weaponmaster), Noble Forces (Archer Squadron, Conscript, Elite Soldier, Knight of the Realm)
Secret Entrance - Passive: A PC can fi nd or recall a secret way into the castle with a successful Instinct or Knowledge Roll.
How do they get in without revealing the pathway to the attackers? Are any of the defenders monitoring this path?
Siege Weapons (Environment Change) - Action: Consequence Countdown (6). The attacking force deploys siege weapons to try to raze the defenders' fortifi cations. Activate the countdown when the siege begins (for a protracted siege, make this a long-term countdown instead). When it triggers, the defenders' fortifi cations have been breached and the attackers fl ood inside. You gain 2 Fear, then shift to the Pitched Battle environment and spotlight it.
What siege weapons are being deployed? Are they magical, mundane, or a mixture of both? What defenses must the characters overcome to storm the castle?
Reinforcements! - Action: Summon a Knight of the Realm, a number of Tier 3 Minions equal to the number of PCs, and two adversaries of your choice within Far range of a chosen PC as reinforcements. The Knight of the Realm immediately takes the spotlight.
Who are they targeting fi rst? What formation do they take?
Collateral Damage - Reaction: When an adversary is defeated, you can spend a Fear to have a stray attack from a siege weapon hit a point on the battlefi eld. All targets within Very Close range of that point must make an Agility Reaction Roll.
What debris is scattered by the attack? What is broken by the strike that can't be easily mended?
A massive combat between two large groups of armed combatants. Impulses: Seize people, land, and wealth, spill blood for greed and glory
Potential Adversaries: Mercenaries (Sellsword, Harrier, Spellblade, Weaponmaster), Noble Forces (Archer Squadron, Conscript, Elite Soldier, Knight of the Realm)
Adrift on a Sea of Steel - Passive: Traversing a battlefi eld during an active combat is extremely dangerous. A PC must succeed on an Agility Roll to move at all, and can only go up to Close range on a success. If an adversary is within Melee range of them, they must mark a Stress to make an Agility Roll to move.
Do the combatants mistake you for the enemy or consider you interlopers? Can you tell the diff erence between friend and foe in the fray?
What form does the attack take—fi reball, raining acid, a storm of blades? What tactical objective is this attack meant to accomplish, and what comes next?
Reinforcements! - Action: Summon a Knight of the Realm, a number of Tier 3 Minions equal to the number of PCs, and two adversaries of your choice within Far range of a chosen PC as reinforcements. The Knight of the Realm immediately takes the spotlight.
Who are they targeting fi rst? What formation do they take?
An otherworldly space where the laws of reality are unstable and dangerous.
Impulses: Annihilate certainty, consume power, defy logic
Potential Adversaries: Outer Realms Monstrosities (Abomination, Corruptor, Thrall)
Impossible Architecture - Passive: Up is down, down is right, right is starward. Gravity and directionality themselves are in fl ux, and any attempt to move through this realm is an odyssey unto itself, requiring a Progress Countdown (8). On a failure, a PC must mark a Stress in addition to the roll's other consequences.
What does it feel like to move in a space so alien to the Mortal Realm? What landmark or point do you fi xate on to maintain your balance? What bizarre landmarks do you traverse on your journey?
Countdown (Loop d). Activate the countdown. When it triggers, all PCs must succeed on a Presence Reaction Roll or their highest trait is temporarily reduced by 1d4 unless they mark a number of Stress equal to its value. Any lost trait points are regained if the PC critically succeeds or escapes the Chaos Realm.
How does this place try to steal from you that which makes you legendary? What does it feel like to have this power taken from you?
Unmaking - Action: Spend a Fear to force a PC to make a Strength Reaction Roll. On a failure, they take 4d10 direct magic damage. On a success, they must mark a Stress.
What glimpse of other worlds do you catch while this place tries to unmake you? What core facet of your personality does the unmaking try to erase?
Outer Realms Predators - Action: Spend a Fear to summon an Outer Realms Abomination, an Outer Realms Corruptor, and 2d6 Outer Realms Thralls, who appear at Close range of a chosen PC in defi ance of logic and causality. Immediately spotlight one of these adversaries, and you can spend an additional Fear to automatically succeed on that adversary's standard attack. What half-consumed remnants of the shattered world do these monstrosities cast aside in pursuit of living fl esh? What jagged refl ections of former personhood do you catch between moments of unquestioning malice?
Disorienting Reality - Reaction: On a result with Fear, you can ask the PC to describe which of their fears the Chaos Realm evokes as a vision of reality unmakes and reconstitutes itself to the PC. The PC loses a Hope. If it is their last Hope, you gain a Fear. What moment do they see? If it's a memory, how is it warped by this place? How hard will it be to hold on to the real memory?
A massive ritual designed to breach the gates of the Hallows Above and unseat the New Gods themselves.
Impulses: Collect power, overawe, silence dissent
Potential Adversaries: Arch-Necromancer, Fallen Shock Troops, Mortal Hunter, Oracle of Doom, Perfected Zombie
Final Preparations - Passive: When the environment fi rst takes the spotlight, designate one adversary as the Usurper seeking to overthrow the gods. Activate a Long-Term Countdown (8) as the Usurper assembles what they need to conduct the ritual. When it triggers, spotlight this environment to use the "Beginning of the End" feature. While this environment remains in play, you can hold up to 15 Fear.
What does the Usurper still require: The heart of a High Seraph? The lodestone of an ancient waygate? The loyalty of two archenemies? The heartbroken tears of a pure soul?
Divine Blessing - Passive: When a PC critically succeeds, they can spend 2 Hope to refresh an ability normally limited by uses (such as once per rest, once per session).
What god favors you as you fi ght against this usurpation? How does your renewed power refl ect their infl uence?
Defi lers Abound - Action: Spend 2 Fear to summon 1d4+2 Fallen Shock Troops that appear within Close range of the Usurper to assist their divine siege. Immediately spotlight the Shock Troops to use a "Group Attack" action.
Which High Fallen do these troops serve? Which god's fl esh do they wish to feast upon?
Godslayer - Action: If the Divine Siege Countdown (see "Beginning of the End") has triggered, you can spend 3 Fear to describe the Usurper slaying one of the gods of the Hallows Above, feasting upon their power and growing stronger. The Usurper clears 2 HP. Increase their Difficulty, damage, attack modifi er, or give them a new feature from the slain god.
Which god meets their end? What are their last words? How does the Usurper's new stolen power manifest?
Beginning of the End - Reaction: When the "Final Preparations" long-term countdown triggers, the Usurper begins hammering on the gates of the Hallows themselves. Activate a Divine Siege Countdown (10). Spotlight the Usurper to describe the Usurper's assault and tick down this countdown by 1. If the Usurper takes Major or greater damage, tick up the countdown by 1. When it triggers, the Usurper shatters the barrier between the Mortal Realm and the Hallows Above to slay the gods and take their place. You gain a Fear for each unmarked HP the Usurper has. You can immediately use the "Godslayer" feature without spending Fear to make an additional GM move.
How does the Mortal Realm writhe as the natural order is violated? What mortals witness this blasphemy from afar?
Ritual Nexus - Reaction: On any failure with Fear against the Usurper, the PC must mark 1d4 Stress from the backlash of magical power.
What visions of failures past torment you as your eff orts fall short? How are these memories twisted by the Usurper?
The majestic domain of a powerful empire, lavishly appointed with stolen treasures.
Impulses: Justify and perpetuate imperial rule, seduce rivals with promises of power and comfort
Potential Adversaries: Bladed Guard, Courtesan, Knight of the Realm, Monarch, Spy
All Roads Lead Here - Passive: While in the Imperial Court, a PC has disadvantage on Presence Rolls made to take actions that don't fi t the imperial way of life or support the empire's dominance.
How does the way language is used make even discussing alternative ways of living di cult? What obvious benefi ts for loyalty create friction when you try to discuss alternatives?
Rival Vassals - Passive: The PCs can fi nd imperial subjects, vassals, and supplicants in the court, each vying for favor, seeking proximity to power, exchanging favors for loyalty, and elevating their status above others'. Some might be desperate to undermine their rivals, while others might even be open to discussions that verge on sedition.
How do they benefi t from vassalage, and what has it cost them? What exploitation drives them to consider opposing the unstoppable?
The Gravity of Empire - Action: Spend a Fear to present a PC with a golden opportunity or off er to satisfy a major goal in exchange for obeying or supporting the empire. The target must make a Presence Reaction Roll. On a failure, they must mark all their Stress or accept the off er. If they have already marked all their Stress, they must accept the off er or exile themselves from the empire. On a success, they must mark 1d4 Stress as they're taxed by temptation.
What do the PCs want so desperately they might consider throwing in with this ruthless power? How did imperial agents learn the PC's greatest desires?
Imperial Decree - Action: Spend a Fear to tick down a long-term countdown related to the empire's agenda by 1d4. If this triggers the countdown, a proclamation related to the agenda is announced at court as the plan is executed.
What display of power or transfer of wealth was needed to expedite this plan? Whose lives were disrupted or upended to make this happen?
Eyes Everywhere - Reaction: On a result with Fear, you can spend a Fear to have someone loyal to the empire overhear seditious talk within the court. A PC must succeed on an Instinct Reaction Roll to notice that the group has been overheard so they can try to intercept the witness before the PCs are exposed. How has the empire compromised this witness? Why is their fi rst
impulse to protect the empire, even if doesn't treat them well?
A dusty crypt with a library, twisting corridors, and abundant sarcophagi, spattered with the blood of ill-fated invaders. Impulses: Confound intruders, delve into secrets best left buried, manifest unlife, unleash a tide of undead
Potential Adversaries: Arch-Necromancer's Host (Perfected Zombie, Zombie Legion)
No Place for the Living - Passive: A feature or action that clears HP requires spending a Hope to use. If it already costs Hope, a PC must spend an additional Hope.
What does it feel like to try to heal in a place so antithetical to life?
Centuries of Knowledge - Passive: A PC can investigate the library and laboratory and make a Knowledge Roll to learn information related to arcana, local history, and the Necromancer's plans.
What are the names of the tomes? What project is the necromancer working on and what does it communicate about their plans?
How does their renewed vigor manifest? Do they look more lifelike or, paradoxically, are they more decayed but vigorous?
They Just Keep Coming! - Action: Spend a Fear to summon 1d6 Rotted Zombies, two Perfected Zombies, or a Zombie Legion, who appear at Close range of a chosen PC.
Who were these people before they became the necromancer's pawns? What vestiges of those lives remain for the heroes to see?