{"environments":[{"name":"AMBUSHED","type":"event","description":"An ambush is set to catch an unsuspecting party off-guard.","source":"DH Core","features":[{"type":"passive","description":"The Difficulty of this environment equals that of the adversary with the highest Difficulty.","title":"Relative Strength","question":"Who cues the ambush? What makes it clear they’re in charge?","order":null},{"type":"action","description":"The ambushers reveal themselves to the party, you **gain 2 Fear**, and the spotlight immediately shifts to one of the ambushing adversaries.","title":"Surprise!","question":"What do the ambushers want from the party? How do their tactics in the ambush reﬂect that?","order":null}],"tier":1,"difficulty":-999,"impulses":"Overwhelm, scatter, surround","potential_adversaries":"Any"},{"name":"AMBUSHERS","type":"event","description":"An ambush is set by the PCs to catch unsuspecting adversaries off-guard.","source":"DH Core","features":[{"type":"passive","description":"The Difficulty of this environment equals that of the adversary with the highest Difficulty.","title":"Relative Strength","question":"Which adversary is the least prepared? Which one is the most?","order":null},{"type":"reaction","description":"When a PC starts the ambush on unsuspecting adversaries, you **lose 2 Fear** and the first attack roll a PC makes has advantage.","title":"Where Did They Come From?","question":"What are the adversaries in the middle of doing when the ambush starts? How does this impact their approach to the fight?","order":null}],"tier":1,"difficulty":-999,"impulses":"Escape, group up, protect the most vulnerable","potential_adversaries":"Any"},{"name":"BANDIT ATTACK","type":"event","description":"A coordinated raid on a settlement by a bandit gang, in pursuit of wealth.","source":"Mike Underwood","features":[{"type":"passive","description":"The bandit’s attack has the townsfolk running scared. The bandits have rolled in a cart for all the loot they intend to steal, which they park in the center of town while the bandits steal and terrorize the populace. A PC may move or sabotage the cart with an action roll, interfering with the bandit’s ability to make a getaway with the loot.","title":"Intentional Chaos","question":"How can we tell this cart has been through several other raids?","order":null},{"type":"action","description":"**Spend a Fear** to have a group of townsfolk panic, scattering and becoming *Vulnerable* until calmed down.","title":"Everybody Panic!","question":"What are the ancestries and look of the people panicking? What dangerous situations do they create in their attempts to flee?","order":null},{"type":"action","description":"Spotlight a bandit to have them claim an armful of valuables from a person or household. While they have their arms full, they are *Vulnerable*.","title":"Everything That isn’t Tied Down","question":"What did they grab: clothing? Jewelry? A religious object? Livestock? Do they have obstructed vision, is the loot stuffed in a big bag? Is it damaged from a struggle with the owner?","order":null},{"type":"action","description":"Spotlight a bandit to make an attack against a civilian within Close range. On a success, the townsperson takes damage and is knocked out of the fight. Set a *Consequence Countdown (2)*. When the countdown triggers, the townsperson dies of their injuries. The townsperson can be saved with a Knowledge Roll or by any effect that clears HP before the countdown triggers.","title":"Make an Example","question":"Who did the bandits pick out? Is the civilian armed? What were they protecting?","order":null},{"type":"action","description":"A bandit throws an arcane shard to scatter the townsfolk. Due to malice or poor luck, they start a fire comprising an area with a radius of a Melee range. Tell the player of the closest PC to roll their Fear die. If the result is higher than the current Fear total, gain 2 Fear. Then activate the **Spreading Fire** feature.","title":"Magical Mishap","question":"What catches fire? Does the soldier take responsibility for what they’ve done or just leave the people to fend for themselves?","order":null},{"type":"reaction","description":"When a townsperson is killed by a swarm attack, gain a Fear.","title":"Twisting the Knife","question":"How do they die? Who witnesses this, and how did they know the deceased?","order":null},{"type":"reaction","description":"**(Environment Change)**: When a fire breaks out, activate a *Countdown (Decreasing Loop - 3)* that ticks down on each roll with Fear. Each time the countdown triggers, the fire grows by one range band (Melee to Very Close, Very Close to Close, etc.). When the countdown re-sets to 0, the fire has spread to the point where it threatens the entire town - introduce the **Raging Fire** environment and immediately activate the **Flame Plume** feature.","title":"Spreading Fire","question":"What catches fire? Who is around to see it? What lives and precious items are threatened by the blaze?","order":null},{"type":"reaction","description":"When half of the bandits or the Lieutenant have been defeated, the bandits give up on the raid and try to escape with the loot they’ve gathered (in the cart or held in their arms).","title":"Cut and Run","question":"Do they all leave the same direction? Do they take the cart or just leave on foot? Do they help their injured comrades or collect their fallen?","order":null}],"tier":1,"difficulty":12,"impulses":"claim loot, punish spread terror","potential_adversaries":"Jagged Knife Bandits (Bandit, Hexer, Kneebreaker, Lackey, Lieutenant, Shadow, Sniper)"},{"name":"BEELZEBUFO BOG","type":"exploration","description":"Deep in the jungle the taint of the abyssal realms has infiltrated the swamps and bogs. Dark water and corrupting air present a danger to all.","source":"Wondrous Environments","features":[{"type":"passive","description":"Physical and mental effort in the bog is especially taxing. Whenever a PC marks a Stress they mark an additional Stress.","title":"Corrupting Humidity","question":"What signs of corruption show on afflicted bodies? What does the air taste and smell of?","order":null},{"type":"passive","description":"Adversaries that appear here are changed by the demonic corruption. They have resistance to magic damage and when a PC marks one or more HP from an attack, that PC loses a Hope.","title":"Demon-touched Creatures","question":"What alterations does the adversary have that showcases its demonic form? What venom, horrific cry, or fearful gaze does the creature have?","order":null},{"type":"action","description":"As they move through the bog, a rotten trunk collapses under a PC’s weight and sends them falling down a slope toward a pond. The PC must make an Agility Reaction Roll. On a failure they can choose to mark a Stress to catch themselves, or go splashing into the pond and sacrifice an item, or a handful of gold, that is lost in the water.","title":"Rotted Flora","question":"What creatures live in the pond that the PC falls into? What color does the brackish water stain clothing and skin?","order":null},{"type":"action","description":"**Spend a Fear** to have **2d6** Demon Toads appear, drawn to the untainted presence of the PCs. They appear within Far range of a chosen PC and immediately take the spotlight.","title":"Chorus of Toads","question":"What does the deafening chorus of the Toad sound like echoing through the trees? Why is the Toad drawn most to the PC it appears closest to?","order":null},{"type":"reaction","description":"When one of the PCs looks into an undisturbed surface of water, they must succeed on a Presence Reaction Roll or become *Frightened* until they roll a success with Hope. A *Frightened* PC replaces their Hope Die with a d10.","title":"Stygian Waters","question":"What horrifying visions do you witness in the still waters? What act or memory breaks you out of your fear?","order":null}],"tier":1,"difficulty":11,"impulses":"Corrode and corrupt, suspend life in perpetual decay, spawn toads and feed the depths.","potential_adversaries":"Bear, Demon Toad, Giant Mosquitoes, Green Ooze, Tangle Bramble"},{"name":"BUSTLING MARKETPLACE","type":"social","description":"The economic heart of the settlement, with local artisans, traveling merchants, and patrons across social classes.","source":"DH Core","features":[{"type":"passive","description":"PCs can gain advantage on a Presence Roll by offering a handful of gold as part of the interaction.","title":"Tip the Scales","question":"Will any coin be accepted, or only local currency? How overt are the PCs in oﬀering this bribe?","order":null},{"type":"action","description":"Reveal to the PCs that one of the merchants has something they want or need, such as food from their home, a rare book, magical components, a dubious treasure map, or a magical key.","title":"Unexpected Find","question":"What cost beyond gold will the merchant ask for in exchange for this rarity?","order":null},{"type":"action","description":"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.","title":"Sticky Fingers","question":"What drove this person to pickpocketing? Where is the thief’s hideout and how has it avoided notice?","order":null},{"type":"reaction","description":"When one of the PCs splits from the group, the crowds shift and cut them off from the party.","title":"Crowd Closes In","question":"Where does the crowd’s movement carry them? How do they feel about being alone but surrounded?","order":null}],"tier":1,"difficulty":10,"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"},{"name":"DANGEROUS WOODLAND","type":"traversal","description":"A twisting path through a dense, disorienting shadowed forest.","source":"Bonus Reaction","features":[{"type":"passive","description":"All *Instinct checks* are made with disadvantage due to the disorienting nature of the woods.","title":"The Confusing  Trail","question":"","order":null},{"type":"passive","description":"Navigating the forest uses a Progress Countdown (4). It ticks down according to the following criteria when the PCs attempt to find their way through:\n- **Critical Success:** Tick down 3\n- **Success with Hope:** Tick down 2\n- **Success with Fear:** Tick down 1\n- **Failure with Hope:** No advancement\n- **Failure with Fear:** Tickup 1\n\nWhen the countdown reaches 0, the party finds their way out of the woods.","title":"Getting Lost","question":"What landmarks do they mistake for guidance? What unsettling sounds keep leading them astray?","order":null},{"type":"reaction","description":"When the PC's make too much noise or wander too far from the path, summon an aggressive Bear with in far range.","title":"Animal Attack","question":"","order":null},{"type":"action","description":"**Spend a Fear** to cause a boggy mire to catch PC's off guard. PC's caught in the mire must make an instinct reaction roll.\n- **On a fail:** The PC begins sinking.\n\nEvery action advances a countdown (8), at 0 the PC is fully engulfed. On any success the the PC is pulled out.","title":"Boggy Mire","question":"","order":null}],"tier":1,"difficulty":12,"impulses":"Pull people in, confuse them, wear them down till they are at their lowest","potential_adversaries":"Bear, Dire Wolf, Deeproot Defender, Young Dryad, Minor Treant"},{"name":"DESECRATED GRAVEYARD","type":"exploration","description":"A place of rest turned into a misty maze of hazards, haunted by the unquiet dead.","source":"Mike Underwood","features":[{"type":"passive","description":"Something here has compelled the dead to rise from their graves and attack the living. Start a *Progress Countdown (6)* to represent the PCs' investigation. They might look for signs of necromancy (Instinct), identify magical symbols (Knowledge), haul open sarcophagi to find disturbances (Strength), or so on. When the *Countdown* is triggered, the PCs discovers the full truth about the disturbance, pointing the way to the party responsible.","title":"Fell Magics ","question":"Where within the graveyard can they find these clues? Would the culprit conceal their work or put it out in the open to declare their ambitions?","order":null},{"type":"passive","description":"Grief weighs heavily on those that intrude. Any PC that fails an action roll with Fear must lose a Hope. If they cannot lose a Hope, they mark a Stress.","title":"Aura of Death","question":"Which characters have had to bury a loved one? What loss does this place remind you of?","order":null},{"type":"action","description":"An unnatural tide of mist covers an area with a Far diameter. Anyone within the mist takes disadvantage on any rolls against a target beyond Close.","title":"Concealing Mist ","question":"What feature of the mist is subtly wrong and unnerving? Does it block out light entirely rather than diffuse it? Does it carry a disturbing smell or emit impossible whispers?","order":null},{"type":"action","description":"**Spend a Fear** to summon a Zombie Pack or a number of Skeleton Dredges equal to the number of PCs. The adversaries dig themselves out of their graves to appear at a Close distance.","title":"Empty Graves","question":"What tatters of clothes or other features provide a sliver of insight into who these people were in life? How do they move as they advance – are they jerky, swaying, or eerily steady?","order":null},{"type":"reaction","description":"When a PC moves through concealing mist away from the group, they must make a Finesse Reaction Roll as the hand of an undead bursts from the ground to try and grab them. On a failure, the target takes **1d6** physical damage and becomes *Restrained* until they succeed at a Strength or Finesse Roll. On a success, the target must still mark a Stress.","title":"Grasping Claws","question":"What do you feel more – the grip as cold as the grave or the heat of the blood drawn by their hungry flailing?","order":null}],"tier":1,"difficulty":11,"impulses":"disturb the peace of the dead, make grief tangible, Memento Mori","potential_adversaries":"Giant Rat Swarm, Skeletons (Dredge, Knight, Archer, Warrior), Zombies (Brawny Zombie, Patchwork Zombie Hulk, Rotted Zombie, Zombie Pack)"},{"name":"DOOR (STANDARD)","type":"event","description":"The hardest test for an adventuring party there is.","source":"Bonus Reaction","features":[{"type":"passive","description":"PCs can open the door in anyway they see fit, normally by lockpicking it (Finesse) or kicking it open (Strength).\n- **Critical Success:** The door is opened and the players find what they seek.\n- **Success with Hope:** The door is opened.\n- **Success with Fear:** The door is opened but the effort involved causes the PC **Mark a Stress**.\n- **Failure with Hope:** The door remains closed with no consequences.\n- **Failure with Fear:** The PC realises this door is unopenable in that fashion and must find another way through.","title":"Open The Door","question":"","order":null},{"type":"action","description":"The GM can **spend a Fear** to have an adversary waiting for the players on the other side.","title":"When One Opens","question":"","order":null},{"type":"action","description":"If the door is still in working order, the GM can **spend a Fear** for the door to slam shut behind the players, and lock them in the room they just entered.","title":"Lock In!","question":"","order":null}],"tier":1,"difficulty":10,"impulses":"It's a door.","potential_adversaries":"Conscript, Elite Soldier, Merchant Baron, Spy, Failed Experiment."},{"name":"Fishing","type":"event","description":"A peaceful scene","source":"Bonus Reaction","features":[{"type":"passive","description":"When near the water, if they have a fishing rod, PCs can make an Instinct or Finesse roll to see if they catch a fish.\n- **Critical Success:** The PC gets a rare fish and a handful of gold\n- **Success with Hope:** The PC gets a rare fish.\n- **Success with Fear:** The PC gets a common fish.\n- **Failure with Hope:** The PC gets nothing and takes stress.\n- **Failure with Fear:** The PC pulls up a **Glass Snake** that attacks ..\n\nA rare fish will feed the entire party, a common fish only one person.","title":"Something Fishy","question":"","order":null},{"type":"reaction","description":"Once per long rest, if two PCs fishing share stories about their past, each gains a hope.","title":"Bonding Time","question":"","order":null}],"tier":1,"difficulty":12,"impulses":"Relaxe, bond, reflect.","potential_adversaries":"Glass Snake"},{"name":"GLOAMING FOREST","type":"traversal","description":"A forest that has overtaken a village, seemingly overnight.\nIt is wrought with alluring flowers and hidden marshes\nbut hides resentment beneath the boughs of its twisted,\nhumanoid-shaped trees.","source":"Incredible Creatures","features":[{"type":"passive","description":"There are multiple paths\nthrough this cluttered forest and little way to determine\nlocation or direction. Paths shuffle and rearrange at a\nwhim causing all Instinct Rolls used to navigate the forest\nto have disadvantage.","title":"Green and Overgrown","question":"Where do the winding trails lead? What landmarks show\nthis place is rampant with growth?","order":null},{"type":"action","description":"Flowers bloom within Melee\nrange of a PC who must immediately succeed on a\nKnowledge Reaction Roll (12). On a failure, their scent\ncauses the PC to feel as if they are walking through a halfformed\ndream that dulls their senses and their thresholds\nare reduced by 2 until their next rest outside of this\nenvironment.","title":"Dreaming Spirits","question":"What illusions do these flowers create? Where might the\ndreams lead them?","order":null},{"type":"action","description":"**Spend a Fear** to introduce a pit\ncovered with moss and grass. All PCs walking must\nsucceed on an Agility or Instinct Reaction Roll. Targets\nwho fail fall into the pit, taking **1d6+3** direct physical\ndamage and are *Restrained* by vines until they succeed on\na Strength Roll (10) to break free and climb out of the pit.","title":"Gloamtrap Pit","question":"Was this pit trap set by someone or was the rampant\ngrowth enough to cover an existing hollow? Could this pit\nlead somewhere or potentially split the party?","order":null},{"type":"action","description":"Introduce an NPC that knows\nsomething about the area and can potentially direct the\nparty. Choose from the options below, or make one of\nyour own. If a PC can provide something that satisfies the\nNPC’s request, all PCs in the party gain a Hope.\n- An ancient troll who has become exhausted while\nsearching for a way out\n- A small faerie with batlike wings whose home is\nriddled by woodpeckers\n- An animal that has the ability to speak and would like\nhelp obtaining food\n- A tree that has somehow retained its consciousness\nwho wishes to be rid of their curse","title":"Roaming Wanderer","question":"Who is the NPC and what do they know about this\nlocation? Do some of these NPCs want the forest to stay?","order":null}],"tier":1,"difficulty":11,"impulses":"Discourage logging, ensorcel travelers,\noverwhelm civilization","potential_adversaries":"Burroska Doll, Flowering\nCreatures (Blooming Cockatrice, Budding Cockatrice\nClutch, Leafcutter Spriggant, Prickleboar), Sylvan Warriors\n(Soldier, Warden, Fungril Gladeservant), Woad Stalker"},{"name":"OUTPOST TOWN","type":"social","description":"A small town on the outskirts of a nation or region, close to a dungeon, tombs, or other adventuring destinations.","source":"DH Core","features":[{"type":"passive","description":"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:\n- Critical Success: Learn about two major events. The PC can ask one follow-up question about one of the rumors and get a truthful (if not always complete) answer.\n- Success with Hope: Learn about two events, at least one of which is relevant to the character’s background.\n- Success with Fear: Learn an alarming rumor related to the character’s background.\n- Any Failure: The locals respond poorly to their inquiries. The PC must mark a Stress to learn one relevant rumor.","title":"Rumors Abound","question":"What news do the PCs have that they could pass along to curious travelers? What do the locals think about these events?","order":null},{"type":"passive","description":"An adventuring society maintains a chapterhouse here, where heroes trade boasts and rumors, drink to their imagined successes, and scheme to undermine their rivals.","title":"Society of the Broken Compass","question":"What boasts do the adventurers here make, and which do you think are true?","order":null},{"type":"passive","description":"Another adventuring party is here, seeking the same treasure or leads as the PCs.","title":"Rival Party","question":"Which PC has a connection to one of the rival party members? Do they approach the PC first or do they wait for the PC to move?","order":null},{"type":"action","description":"The PCs witness as agents of a local crime boss shake down a general goods store.","title":"It’d Be a Shame If Something Happened to Your Store","question":"What trouble does it cause if the PCs intervene?","order":null},{"type":"reaction","description":"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.","title":"Wrong Place, Wrong Time","question":"What details show the party that these people are desperate former adventurers?","order":null}],"tier":1,"difficulty":12,"impulses":"Drive the desperate to certain doom, profit off of ragged hope","potential_adversaries":"Jagged Knife Bandits (Hexer, Kneebreaker, Lackey, Lieutenant, Shadow, Sniper), Masked Thief, Merchant"},{"name":"PERILOUS JOURNEY","type":"traversal","description":"A dangerous trek across uncertain climes through a variety of threats.","source":"Mike Underwood","features":[{"type":"passive","description":"When the party sets out on a perilous journey, activate a *Progress Countdown* based on how long it will be to complete (4 short, 6 – normal, 8 – long, 10 – very long). When the environment is introduced and after each completed roll to progress this countdown, describe where the PCs are in the journey and convey what challenges are present at this stage. When the countdown is triggered, describe the group arriving at their destination and what awaits them and tell each PC to gain a Hope.","title":"Begin with a Single Step","question":"What does the surrounding landscape look like? What threats can the PCs anticipate and what lie in wait to surprise them?","order":null},{"type":"action","description":"Once per session while this environment is active, introduce inclement weather that complicates the journey. All PCs mark a Stress or lose a Hope. If the party presses on, the next roll to progress the journey countdown is made with disadvantage. If they try to wait out the weather by taking a rest, the GM gains an additional 2 Fear, or can tick down a long-term countdown by 1.","title":"Bad Weather","question":"What kind of weather is it? How does it foul the mood among the party? What cover exists nearby to wait it out?","order":null},{"type":"action","description":"**Spend a Fear** to summon a group of adversaries equal to the default battle points budget for the party. You may spend an **additional Fear** to increase the battle point budget by 2, or force the PC with the highest Instinct to make an Instinct Reaction Roll to sense the attackers as they approach. On a failure, the PCs are caught unawares and an adversary immediately takes the spotlight.","title":"Opportunists","question":"How many other travelers have these adversaries accosted? What favorable terrain assists the foe’s attack? Why didn’t the PCs notice the adversary as they approach?","order":null},{"type":"reaction","description":"When a PC fails a roll to advance the *Progress Countdown* for the journey, describe a physical hazard or mishap that deals them **1d10+2 phy** damage. You may also **spend a Fear** to increase the *Countdown* by one (tick up, not down) as you describe how this setback complicates the journey.","title":"Dangerous Feature","question":"What is the source of the injury? Does the PC’s failure make other character’s traversal more difficult?","order":null}],"tier":1,"difficulty":12,"impulses":"Exhaust resources, sap willpower, show the price of curiosity","potential_adversaries":"Acid Burrower, Bandits, Beasts (any)"},{"name":"PURSUED","type":"event","description":"The party is actively chased by pursuers with ill intent.","source":"Mike Underwood","features":[{"type":"passive","description":"Set a *Progress Countdown (6)* for the party to represent their escape attempts and a *Consequence Countdown (6)* to represent the pursuers giving chase. If the party triggers the Progress Countdown before the Consequence Countdown triggers, they give their pursuers the slip. If the Consequence Countdown triggers first, the pursuers have caught up – take 2 Fear as the pursuers confront the party.","title":"Hunters and the Hunted","question":"What do you do to delay their pursuit? Are they just faster than you, or do they have some other advantage? What do you fear they’ll do if they catch up?","order":null},{"type":"passive","description":"The Difficulty of this environment equals that of the adversary with the highest Difficulty.","title":"Relative Strength","question":"Which adversary is the least prepared? Which one is the most?","order":null},{"type":"reaction","description":"On any failure rolling to advance the *Progress Countdown*, **spend a Fear** to advance the *Consequence Countdown* by an additional 1.","title":"Unexpected Setback","question":"How does this go worse than you expected? What good luck speeds your pursuers?","order":null}],"tier":1,"difficulty":-999,"impulses":"apply pressure, induce paranoia, wear you out.","potential_adversaries":"Any"},{"name":"PURSUERS","type":"event","description":"The party is actively chasing adversaries.","source":"Mike Underwood","features":[{"type":"passive","description":"Set a *Progress Countdown (6)* for the party to represent their chase and a *Consequence Countdown (6)* to represent the pursued party’s attempts to escape. If the *Consequence Countdown* triggers first, the pursued party has given the party the slip and escaped for now. If the party triggers the *Progress Countdown* before the *Consequence Countdown* triggers, they catch their quarry, forcing a confrontation and causing the GM to lose 2 Fear.","title":"Hunting Prey","question":"What do you do to gain ground? Do they know the area better than you, or have some other advantage? What do you fear they’ll do if they get away?","order":null},{"type":"passive","description":"The Difficulty of this environment equals that of the adversary with the highest Difficulty.","title":"Relative Strength","question":"Which adversary is the least prepared? Which one is the most?","order":null},{"type":"reaction","description":"On any failure rolling to advance the *Progress Countdown*, **spend a Fear** to advance the *Consequence Countdown* by an additional 1.","title":"Unexpected Setback","question":"How does this go worse than you expected? What good luck speeds your quarry?","order":null}],"tier":1,"difficulty":-999,"impulses":"provoke rash action, look ahead, wear you out.","potential_adversaries":"any"},{"name":"RAGING FIRE","type":"event","description":"A quickly-growing fire with no signs of stopping. It consumes greedily, leaping gaps thanks to the strong wind.","source":"Mike Underwood","features":[{"type":"passive","description":"A fire has already begun to spread. When this environment first takes the spotlight, activate a *Countdown (Decreasing Loop - 4)*. When the countdown triggers, the fire spreads by a Close distance and you gain a Fear. When the countdown re-sets to 0, the fire has grown past the point of no return. PCs must mark 1d4 Stress to take an action, and most adversaries will flee for their own safety.","title":"Fire’s Spread","question":"Where will the fire spread if left untouched? What lives are threatened? What part of your clothes or gear catches fire?","order":null},{"type":"passive","description":"Any PC attempting to maneuver through the environment cannot move more than a Very Close distance as part of an action without making an Agility or Finesse Roll. On a failure, they take **1d6** physical damage and mark a Stress.","title":"Landscape of Flame","question":"What burning object lies in your path? Could you potentially move it to clear the way?","order":null},{"type":"action","description":"**Spend a Fear** to have a plume of flame burst within the environment. Every PC within Very Close of the burst must make an Agility Reaction Roll or take **2d10+2 phy** damage and mark a Stress. On a success, targets still mark a Stress.","title":"Plume of Flame","question":"Where does the flame burst come from? What is destroyed in the process?","order":null},{"type":"reaction","description":"When a PC fails a roll, they must mark a Stress from smoke inhalation.","title":"Choking Smoke","question":"What do they have to block out the smoke? What does choking on the smoke cause them to miss or fumble?","order":null}],"tier":1,"difficulty":13,"impulses":"Consume flammable material, fill the air with smoke","potential_adversaries":"Minor Fire Elemental, Beasts (Dire Wolf, Bear), Red Ooze, Tiny Red Ooze"},{"name":"RAGING RIVER","type":"traversal","description":"A swift-moving river without a bridge crossing, deep enough to sweep away most people.","source":"DH Core","features":[{"type":"passive","description":"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.","title":"Dangerous Crossing","question":"Have any of the PCs forded rivers like this before? Are any of them afraid of drowning?","order":null},{"type":"action","description":"**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.","title":"Undertow","question":"What trinkets and baubles lie along the bottom of the riverbed? Do predators swim these rivers?","order":null},{"type":"action","description":"**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.","title":"Patient Hunter","question":"What treasures does the beast have in their burrow? What travelers have already fallen victim to this predator?","order":null}],"tier":1,"difficulty":10,"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)"},{"name":"Rickety Bridge","type":"traversal","description":"A rope bridge sways dangerously over a gorge.","source":"Bonus Reaction","features":[{"type":"passive","description":"If two or more PCs step on to the bridge, a Countdown (6) is triggered. Every time a PC moves on the bridge, the countdown ticks down.","title":"The Crossing","question":"","order":null},{"type":"reaction","description":"When the bridge falls, any PCs still on it must make an Agility Reaction roll to leap to the other side safely. On a failure they and their allies can make one final Action roll to avoid the fall.","title":"The Collapse","question":"","order":null}],"tier":1,"difficulty":11,"impulses":"Threaten collapse, test nerve.","potential_adversaries":"Giant Mosquitos, Skeleton Archer, Spell Blade"},{"name":"ROWDY BAR","type":"social","description":"A raucous watering hole full of interesting characters.","source":"Bonus Reaction","features":[{"type":"passive","description":"PCs can challenge locals (or each other) to a drinking game. Describe a few rounds, then have the PCs begin taking it in turns taking strong drinks, and making rolls with checks they think would help them keep their composure. Default: Strength or Finesse.\n \\\n\\\nFor any NPCs taking part, the GM rolls a **d20** against the difficulty of the environment and can **Spend a Fear** to turn a failure into a success. On a failure, the NPC is out of the game.\n- **Critical Success:** The PC gets advantage on the next roll.\n- **Success with Hope:** The PC handles the shot no issue\n- **Success with Fear:** The PC just keeps the drink down\n- **Failure with Hope:** The PC is out of the game\n- **Failure with Fear:** The PC throws up\n\nIf a PC is the last one standing, they gain favour in the bar getting *Advantage* on all Presence checks.","title":"Drinking Contest","question":"","order":null},{"type":"passive","description":"PCs can take part in a card game, buy-in is one handful of gold, they must make a Presence, Knowledge or Instinct check for the following:\n- **Critical Success:** The PC gets 3 handfuls of gold.\n- **Success with Hope:** The PC gets 2 handfuls of gold.\n- **Success with Fear:** The PC gets 1 hadful of gold.\n- **Failure with Hope:** The PC gets nothing.\n- **Failure with Fear:** The PC gets nothing and takes a stress.","title":"Gambling  Game","question":"","order":null}],"tier":1,"difficulty":13,"impulses":"Test bravado, tempt with vice, erupt into chaos.","potential_adversaries":"Head Guard, Merchant, Petty Noble, Jagged Knife Bandit, Pirate Tough"},{"name":"TEMPLE ARCHIVES","type":"social","description":"A cozy, cramped chamber filled with shelves built into the stone walls. The shelves are overflowing with scrolls, ledgers, and well-used holy books. The air is still, carrying the faint, comforting scent of old parchment, dried incense, and a hint of smoke  from a small, slow burning hearth in one corner. Light filters in from a single, high window, catching dust motes dancing in the quiet air. ","source":"Fresh Cut Grass","features":[{"type":"passive","description":"A PC who takes a short rest in the Temple Archives automatically clears **1d4+1** Hit Points (HP).\n","title":"A Place of Respite","question":"","order":null},{"type":"passive","description":"A PC who prays or invokes to a deity while in the Temple Archives can make an Instinct Roll to receive spiritual guidance or insights.\n- Critical Success: The PC experiences a clear vision from a the god of the temple, revealing a 2 pieces of information. The player gains a Hope and clears 1 Stress.\n- Success with Hope: The PC receives a clear spiritual insight that guides them directly to the information they need and gains a Hope.\n- Success with Fear: The PC receives a flash of insight, but the knowledge comes with a chilling vision, causing them to mark 1 Stress.\n- Failure with Hope: The PC's attempts are unproductive, but they gain a spiritual sense of the archive's weight, guiding them to an unexpected source of aid elsewhere in town.\n- Failure with Fear: The PC's mind is filled with confusing, conflicting images and fragmented voices from the past. Their concentration is broken, and they mark 1 Stress.","title":"Whispers of Faith","question":"","order":null},{"type":"reaction","description":"When a PC's actions cause a direct disruption to a temple service or disrespect a temple official, the GM can **spend a Fear** to have a Bladed Guard or a Sellsword approach from an adjacent chamber and demand that the party cease their actions.","title":"Minor Outrage","question":"","order":null}],"tier":1,"difficulty":11,"impulses":"Peaceful, Historical Reverence, Solitude","potential_adversaries":"Sellsword, Bladed Guard, Head Guard"},{"name":"BURNING SANDS","type":"traversal","description":"A wide expanse of desert -- dunes of sand dotted by cacti and scrubland--sprawling beyond the horizon and promising a desiccated doom to any that enter.","source":"Mike Underwood","features":[{"type":"passive","description":"Travel across the desert is disorienting and exhausting. Set a *Progress Countdown (8)* representing the journey. Characters might roll Instinct for navigation, Knowledge to recall a route or analyze a map, Presence to bolster the spirits of the traveling party, Strength to pull a cart, etc.","title":"Rolling Dunes","question":"What landmarks let the party know they’ve gone in circles? What carrion-eaters watch the party as they languish? What insight might they gain from local animals?","order":null},{"type":"passive","description":"The punishing sun makes taking downtime during the day impossible unless the PCs find meaningful cover from the heat.","title":"No Place to Hide","question":"What dangers lurk in the night while the party rests? Do they travel at night as well, or just rest and plan for the next day?","order":null},{"type":"action","description":"**Spend a Fear** to create a mirage on the horizon. Each PC must make an Instinct Reaction Roll to identify the mirage as fake. On a failure, a PC can take a Hope if they insist that the mirage is real and add one to the *Progress Countdown* as they take the group off-course to confirm.","title":"Mirage","question":"What form does the mirage take? Is it a fake oasis, a friendly traveling party, a hated foe, or something else?","order":null},{"type":"action","description":"**Spend 2 Fear** to introduce a sandstorm. Call for a Group Action (with the leader probably rolling Instinct) to represent the group finding cover before the storm hits. On a failure, each PC marks **1d4+1** Stress. On a success, each PC marks a Stress. Once the Sandstorm clears, the next roll to traverse the desert is made with disadvantage due to the changed landscape.","title":"Sandstorm","question":"Who notices the sandstorm first? How do the PCs protect themselves from sand getting everywhere in their clothes and supplies? What is lost in the scramble to find cover?","order":null},{"type":"reaction","description":"After a sandstorm or downtime, reveal something that had been previously buried and covered by the sand.","title":"Shifting Sands","question":"Do they find the ruins of a settlement that could serve as shelter? Do they find a wrecked merchant caravan with goods intact, wondering what happened to the merchants?","order":null},{"type":"reaction","description":"If a PC rolls at least a 19 or higher (or a critical) on a roll to navigate within the environment, they locate an oasis. Each PC immediately gains a Hope. Additionally, while in the oasis the PCs may take downtime during the day despite the **No Place to Hide** feature.","title":"Oasis","question":"What makes this oasis so hard to find? Is anyone else present when you arrive? Has someone tried to seize this site by force?","order":null},{"type":"reaction","description":"When a PC makes a roll to traverse the environment during the day, they must make a Strength Reaction Roll or mark a Stress and lose a Hope.","title":"Punishing Heat","question":"Where do you most feel the heat? What do you do to try to stay cool? Are you still sweaty when the sun goes down and the temperature drops?","order":null}],"tier":2,"difficulty":14,"impulses":"consume water, exhaust travelers, tempt folly with mirages","potential_adversaries":"Giant Eagle, Glass Snake, Mortal Hunter, Merchant Baron, Spectral Archer, Spectral Captain, Spectral Guardian"},{"name":"CULT RITUAL","type":"event","description":"A Fallen cult assembles around a sigil of the defeated gods and a bonfire that burns a sickly shade of green.","source":"DH Core","features":[{"type":"passive","description":"Cultists dedicated this place to the Fallen Gods, and their foul influence 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).","title":"Desecrated Ground","question":"How do the PCs first notice that something is wrong about this place? What fears resurface while hope is kept at bay?","order":null},{"type":"action","description":"A portion of the ritual’s power is diverted into a cult member to fight 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 benefits, or all three if you **spend a Fear**:\n- They gain advantage on all attacks.\n- They deal an extra **1d10** damage on a successful attack.\n- They gain the following feature: **Relentless (2) - Passive**. This adversary can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.","title":"Blasphemous Might","question":"How does the enemy change in appearance? What fears do their blows bring to the surface?","order":null},{"type":"reaction","description":"*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 effect as the ritual fails.","title":"The Summoning","question":"What will the cult do with this leashed demon if they succeed? What will they try to summon next?","order":null},{"type":"reaction","description":"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.","title":"Complete the Ritual","question":"What does it feel like to see such devotion turned to the pursuit of fear and domination?","order":null}],"tier":2,"difficulty":14,"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)"},{"name":"DEADLY DUNGEON","type":"exploration","description":"A subterranean fortress, crypt, or labyrinth with patrolling foes, trapped hallways, and something of great importance at the end.","source":"Mike Underwood","features":[{"type":"passive","description":"This dungeon is populated by roving foes on patrol. When the party enters the dungeon, set a Countdown (Loop 1d6+1). When the Countdown triggers, introduce a random encounter. Choose or roll on the following table to determine the nature of the encounter  \n**1d4** Roll Type of Encounter  \nDescription  \n**1 Patrolling Foes**  \nIntroduce a Horde or a number of minions equal to 2x the number of PCs, who appear at a Close range or through a nearby door.  \n**2 Jerk in the Box**  \nA Battle Box springs out of a floor or wall and takes the spotlight.  \n**3 Arcane Threat**  \nA magical recording from the creator or master of the dungeon plays nearby to dishearten the PCs. All PCs must make a Presence Reaction Roll or mark a Stress. On a crit, they gain an insight into the creator/master’s motivation.  \n**4 TBD**  ","title":"Lurking Dangers","question":"Why are these adversaries here? How long has it been since they faced any intruders? Have they discovered that you’re here already or are they stumbling upon you?","order":null},{"type":"passive","description":"The dungeon conceals a great horde of wealth, an important captive, a magical artifact, or something else of note. Choose or roll to determine what the dungeon is ultimately protecting:  \n\n**1d4** Roll Type of Treasure  \nDescription  \n**1 Treasure Horde**  \n**1d4+2** bags of gold and/or 3 uncommon items (**2d12** on gear or consumable chart)  \n**2 Captive**  \nKidnapped, captured, to be ransomed, or just imprisoned, the ruler of this dungeon has taken measures to ensure this captive will not escape. Their bonds require a Progress Countdown (4) to break/undo.  \n**3 Magical Laboratory**  \nThe ruler of this dungeon is conducting magical experimentation. A PC can make a Knowledge Roll to analyze the experiments and deduce what the ruler is trying to accomplish. On a failure, a PC might trigger magical protections or mishaps.  \n**4 Villain’s Lair**  \nIntroduce a Leader or Solo adversary. You’ve intruded upon their domain for the last time.\n\n","title":"The Heart of the Dungeon","question":"How is this room protected? Is it marked/clearly important or unassuming? Is it tucked away in a corner of the dungeon or barred behind several rooms of traps and adversaries? What precautions will keep the ruler’s treasures from escaping?\n","order":null},{"type":"action","description":"**Spend a Fear** to introduce a trap from the chart below. If there is a PC within Very Close of the trap, ask them to make an Instinct Reaction Roll. On a success, they notice the trap. Most traps have a trigger or release that can be spotted and disarmed with a Progress Countdown (4).  \n**D4** Roll Type of Trap  \nDescription  \n**1 Pit Trap/Trap Door**  \nWhen a PC steps on the trigger, they must make an Agility Reaction Roll to be able to jump back in time or fall a Very Close range into the pit and take **2d12** damage phy damage. The gap can be jumped with an Agility Roll and escaping the pit can be accomplished with a Finesse Roll. A PC at the top of the pit can offer advantage.  \n**2 Swinging Scythes/Hall of Slashing Obstacles**  \nWhen triggered, scythes swing through the hallway in a particular rhythm. Moving through the hallway requires a Finesse Roll, and a PC can gain advantage on that roll by inspecting the scythes to learn the pattern (Knowledge). A PC that fails the Finesse Roll suffers **2d20** phy damage.  \n**3 Crushing Walls or Flooded Room**  \nAll the doors to the room close and lock shut. Set a Consequence Countdown (8). If the PCs cannot find and trigger the release (Progress 8) before the Consequence Countdown triggers, they will be forced to make a Death Move.  \n**4 Hidden Fusillade**  \nWhen the trigger is activated, arrows or magic bolts shoot from hidden holes in the wall. All PCs in front of the hidden holes up to a Far distance must make an Agility Reaction Roll or suffer **2d12** phy or mag damage. When triggered, set a Countdown (3 Loop) until the trap shoots again.\n","title":"Concealed Traps","question":"If the walls finish closing in/the water fills the room, do the PCs die, or does the ruler of the dungeon have another plan for them?","order":null},{"type":"reaction","description":"When the party reaches a door, **spend a Fear** to have it be locked and/or magically barred. The PCs must complete a Progress Countdown (5) to unlock/open the door. They might try to pick the lock, disenchant the wards, knock the door off its hinges, etc.","title":"Locked Door","question":"","order":null},{"type":"reaction","description":"When the PCs reach the end of a corridor, reveal that it loops around to a previous part of the dungeon they’d not explored or could not reach.","title":"Jaquays’s Labyrinth","question":"What new opportunity does this connection present? What can they reach that they could only see before?","order":null}],"tier":2,"difficulty":14,"impulses":"Circulate minions, grind down interlopers, misdirect those that don’t belong, protect treasures","potential_adversaries":"Battle Box, Gorgon, Spectral Warriors (Archer Guardian, Captain), Minotaur Wrecker, Necromancer (from my Menagerie of Mayhem #1), Siren, Undead (Failed Experiment, Mortal Hunter)"},{"name":"DEEP UNDERGROUND CAVE","type":"exploration","description":"A damp cave with narrow passages, freezing temperatures, and cavernous spaces.","source":"Incredible Creatures","features":[{"type":"passive","description":"The entrance of the cave has markings and pictographs from a bygone era.\nA PC with a relevant background or Experience can translate these into useful information about the ancient inhabitants of the cave. A PC who succeeds on a Knowledge or Instinct Roll might be able to glean something about the current inhabitants of the cave.\nIf a PC critically succeeds, they find a small amount of treasure equal to 3 handfuls of gold.","title":"Ancient Writing","question":"Who lived in this cave before and how long ago? What happened to them? What creatures have found their way since?","order":null},{"type":"passive","description":"Light sources in the cave only reach to a Close range (~30'). Any action roll that would require sight is made at disadvantage if the target or the PC are outside of a lit area.","title":"Darkness","question":"Do the PCs have a way to see? Are there traps laid to make use of the lack of light?","order":null},{"type":"action","description":"**Spend a Fear**. Unstable rock formations overhead fall down onto a point of your choice. All creatures within Very Close range of that point must make an Agility Reaction Roll. Targets who fail take **2d10+3** physical damage. Creatures who succeed take half damage instead.","title":"Rocks Fall","question":"What could have caused these stalactites to fall? Did the debris split the party?","order":null},{"type":"reaction","description":"*Countdown (Loop 6)*. When the PCs enter the Cave, activate the countdown. When it triggers, all PCs must succeed on a Strength or Instinct Reaction Roll. Targets who fail mark 2 stress and become *Chilled* until their next rest or they clear a Stress. While they are *Chilled*, they have disadvantage on attack rolls. If a PC is already *Chilled* they have disadvantage on subsequent Reaction Rolls.","title":"Wet Lung","question":"What could have caused this terrible disease? Is there something the PCs could do to prevent it?","order":null}],"tier":2,"difficulty":14,"impulses":"Shelter, lead to danger, disorient","potential_adversaries":"Beasts (Bear, Dire Wolf), Body Snatcher, Corpse Puppet, Cult of the Fallen (Cult Adept, Cult Fang, Cult Initiate, Secret-Keeper), Chaos Skull, Excavation Golem, Ghosts (Spectral Archer, Spectral Captain, Spectral Guardian), Pile of Living Rocks, Silkwings (Silkwing Broodmother, Silkwing Cluster, Silkwing Consort, Silkwing Webspitter) Stonewraith, Worm of the Deep"},{"name":"DENSE JUNGLE","type":"exploration","description":"A dense forest of foliage and underbrush that is unbearably humid, and teeming with wildlife that wants to eat adventurers.","source":"Fangs & Felons","features":[{"type":"passive","description":"The Jungle feels like hell. Any time a PC rolls a failure with Fear, they must mark a Stress. Visibility beyond Close range is limited and ranged attacks automatically fail as they hit trees or vines.","title":"Green Wall","question":"Can you see the sky? How loud are the insects? How much water have you had to drink?","order":null},{"type":"passive","description":"Whenever a PC fails an Action roll to track or navigate through the Jungle, they lose the path. They can mark a Stress to rediscover the tracks or an opening forward.","title":"Hard To Track","question":"What are they tracking or heading towards? Is the opening in the foliage suspiciously animal shaped?","order":null},{"type":"action","description":"**Spend a Fear** to have the noises of the Jungle become maddening. All PCs must succeed on a Presence or Knowledge Reaction Roll or mark a Stress.","title":"The Mighty Jungle","question":"What noises can they identify? What stressful memories do the sounds make you recall?","order":null},{"type":"reaction","description":"Consequence Countdown (6)\nOnce per scene, when a PC fails a physical Action roll, **spend a Fear** to activate the Countdown. They loudly alert something to the Party’s location. When it triggers, summon a Tier appropriate Adversary within Far range that takes the spotlight upon arrival.","title":"Disturbing the Residents","question":"What local has been alerted? Have they found their target or are they now the prey?","order":null}],"tier":2,"difficulty":14,"impulses":"Disorient, overheat, consume","potential_adversaries":"Tigers, Monkeys, Manticore, Ettin, Felons"},{"name":"HALLOWED TEMPLE","type":"social","description":"A bustling but well-kept temple that provides healing and hosts regular services, overseen by a priest or seraph.","source":"DH Core","features":[{"type":"passive","description":"A PC who takes a rest in the Hallowed Temple automatically clears all HP.","title":"A Place of Healing","question":"What does the incense smell like? What kinds of songs do the acolytes sing?","order":null},{"type":"passive","description":"A PC who prays to a deity while in the Hallowed Temple can make an Instinct Roll to receive answers. If the god they beseech isn’t welcome in this temple, the roll is made with disadvantage.\n - **Critical Success:** The PC gains clear information. Additionally, they gain 1d4 Hope, which can be distributed between the party if they share the vision and guidance they received.\n - **Success with Hope:** The PC receives clear information.\n - **Success with Fear:** The PC receives brief flashes of insight and an emotional impression conveying an answer.\n - **Any Failure:** The PC receives only vague flashes. They can mark a Stress to receive one clear image without context.","title":"Divine Guidance","question":"What does it feel like as you are touched by this vision? What feeling lingers after the images have passed?","order":null},{"type":"reaction","description":"Once per scene, each PC can mark a Stress to turn a result with Fear into a result with Hope.","title":"Relentless Hope","question":"What emotions or memories do you connect with when fear presses in?","order":null},{"type":"reaction","description":"When the PCs have trespassed, blasphemed, or offended 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.","title":"Divine Censure","question":"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?","order":null}],"tier":2,"difficulty":13,"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)"},{"name":"HAUNTED CITY","type":"exploration","description":"An abandoned city populated by the restless spirits of eras past.","source":"DH Core","features":[{"type":"passive","description":"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.\n- **Critical Success**: Gain valuable information and a related useful item.\n- **Success with Hope**: Gain valuable information.\n- **Success with Fear**: Uncover vague or incomplete information.\n- **Any Failure**: Mark a Stress to find a lead after an exhaustive search.","title":"Buried Knowledge","question":"What greater secrets does the city contain? Why have so many ghosts lingered here? What doomed adventurers have met a bad fate here already?","order":null},{"type":"passive","description":"Adversaries who appear here are of a ghostly form. They have resistance to physical damage and can **mark a Stress** to move up to Close range through solid objects.","title":"Ghostly Form","question":"What injuries to their physical form speak to their cause of death? What unfulfilled purpose holds them in the Mortal Plane?","order":null},{"type":"action","description":"The ghosts of an earlier era manifest scenes from their bygone era, such as a street festival, a revolution, or a heist. These hauntings change the layout of the city around the PCs, blocking the way behind them, forcing a detour, or presenting them with a challenge, such as mistaking them for rival thieves during the heist.","title":"Dead Ends","question":"What do the ghosts want from you? What do you need from them?","order":null},{"type":"action","description":"**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 fires, stampeding civilians, collapsing buildings, or crumbling streets, while recalling history and finding clues to escape the inevitable.","title":"Apocalypse Then","question":"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?","order":null}],"tier":2,"difficulty":14,"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”)"},{"name":"MOUNTAIN PASS","type":"traversal","description":"Stony peaks that pierce the clouds, with a twisting path winding its way up and over through many switchbacks.","source":"DH Core","features":[{"type":"passive","description":"Large markings and engravings have been made in the mountainside. A PC with a relevant background or Experience identifies 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.","title":"Engraved Sigils","question":"Who laid this enchantment? Are they nearby? Why did they want the weather to be more daunting?","order":null},{"type":"action","description":"**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.","title":"Avalanche","question":"How do the PCs try to weather the avalanche? What approach do the characters take to find one another when their companions go hurtling down the mountainside?","order":null},{"type":"reaction","description":"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.","title":"Raptor Nest","question":"How long has it been since the eagles last found prey? Do they have eggs in their nest, or unﬂedged young?","order":null},{"type":"reaction","description":"*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.","title":"Icy Winds","question":"What parts of the PC’s bodies go numb first? How do they try to keep warm as they press forward?","order":null}],"tier":2,"difficulty":15,"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"},{"name":"SHIPWRECK","type":"exploration","description":"The mostly-submerged remains of a ship washed ashore after meeting its demise some months or years ago.","source":"Mike Underwood","features":[{"type":"passive","description":"Since most of the ship is under water, PCs will need to swim and dive to investigate the wreck site. Characters may make an Instinct Roll to investigate. The more mundane details of the ships fate and its cargo can be found with a normal roll, but the deeper secrets require an Agility Roll to swim far enough to be able to find the greater secrets of the ship.  \nOn a success, roll **1d4** (**1d4+2** if they rolled 18 or above or succeeded while searching the deeper places of the ship) to determine what they find:  \n1.Two handfuls of gold  \n2.A bag of gold and a consumable (roll **1d12** on the consumables table)  \n3.Two consumables (roll **1d12** twice on the consumables table)  \n4.A notable item (roll **2d12** on the loot table)  \n5.A partial map to a hidden location.  \n6.A significant item (roll **2d12+20** on the loot table), but it’s very recognizable and someone very dangerous wants it.\n","title":"Sunken Mysteries","question":"What caused this ship to wreck? What secrets died with the crew? Did anyone survive? Do the ghosts of the crew haunt the wreck, protecting their treasure?","order":null},{"type":"action","description":"**Spend a Fear** to manifest the ghosts of the crew to “protect” their loot. Summon a Spectral Captain and two Spectral Guardians (plus a Spectral Archer or additional Spectral Guardian for each PC beyond 3), all of whom appear at a Close range. They can move and attack through the water without issue.","title":"Shallow Grave","question":"Is it just greed binding their spirits to the ship, a side-effect of some artifact they were transporting, or the circumstances of their deaths? How hard will it be to make them accept that they’re dead and wealth no longer means anything?","order":null},{"type":"reaction","description":"Once per scene, when a PC marks one or more HP, **spend a Fear** to summon 2 Sharks, which appear at Close range and take the spotlight immediately.","title":"Blood in the Water","question":"Were the sharks already nearby? Have they eaten some of the crew, or other would-be graverobbers?","order":null}],"tier":2,"difficulty":15,"impulses":"drown the curious, let what is lost sink and be forgotten, tempt looters","potential_adversaries":"Electric Eels, Pirates (Captain, Raiders, Tough), Spectral Forces (Archer, Captain, Guardian), Shark, Siren"},{"name":"THIEVES’ GUILD","type":"social","description":"The guildhouse (official or not) for the organized crime of the settlement.","source":"Mike Underwood","features":[{"type":"passive","description":"Members of the guild speak in a specific coded language of double and triple-meanings. Any PCs without an appropriate background or experience take disadvantage on any roll to understand or communicate using thieves’ cant.","title":"Thieves’ Cant","question":"How do the thieves conceal their intents? What metaphors, similes, alliterations, or other linguistic devices do they use to communicate their secret intent? Do they know the area better than you, or have some other advantage? What do you fear they’ll do if they get away?","order":null},{"type":"passive","description":"A PC that has been welcomed in to the guild (as a member or guest) can ask around for leads on honest crime or tips on how to outsmart a target. On a successful Presence Roll, the PC gains a lead on a job or a clue that will grant advantage on their next roll to address a specific challenge.","title":"Trawling for Work","question":"What information are you looking for? Does anyone here have it? Was someone here already planning to do what the PCs want to do?","order":null},{"type":"action","description":"Offer one or more PCs the chance to Clear Stress as if it were a short rest by gambling with the local members. Stakes start at a Handful of Gold per hand. Let them choose which trait to use to attempt to win.","title":"A Friendly Game","question":"Who is your main competition at the table? What house rules complicate your efforts? Are you really trying to win, or do you have another agenda?","order":null},{"type":"reaction","description":"If a PC is discovered to be cheating or trying to get one over on the thieves, the guild closes ranks against the interloper. That PC will be thrown out (or worse) unless they succeed on a Presence Reaction Roll to explain themselves.","title":"Knives Out","question":"What sets them off? How do you try to recover face under threat of extreme violence?","order":null}],"tier":2,"difficulty":15,"impulses":"Coordinate jobs, gamble with loot, jockey for position, trade tips on possible marks.","potential_adversaries":"Assassins (any), Jagged Knife Bandits (any), Masked Thief, Spy"},{"name":"THUNDERSTORM","type":"event","description":"A distant rumble quickly becomes a ferocious thunderstorm as rain, wind and lightning crashes down.","source":"Extended Environments","features":[{"type":"passive","description":"Water is pouring down as the gates of heaven open up. All rolls to perceive are made with disadvantage. In addition, attacks made at Far or Very Far range are made with disadvantage.","title":"Heavy Rain","question":"Is there any equipment that might be in danger? How do the PCs protect themselves against the weather?","order":null},{"type":"action","description":"Target all creatures within the storm. They must succeed on a Strength Reaction Roll. On a failure they take **1d8+3** physical damage and are moved into Far distance within the storm.","title":"Blasting Wind","question":"The strong wind carries loose objects and debris, are the PCs hit by any of that? Does the wind break any of the surrounding terrain?","order":null},{"type":"action","description":"**Spend a Fear** to pick a point within the storm. All targets within Very Close range of that point must succeed on an Agility Reaction Roll or take **2d12+2** physical damage. A creature wearing metal armor has disadvantage on the roll.","title":"Thunderstrike","question":"Is it a natural storm or does lightning strike twice? Can the PCs reach a safe spot in time?","order":null},{"type":"reaction","description":"*Progress Countdown (6)*. There must be a safe place nearby, if only the party manages to get there fast enough. When it triggers, the party is safe and sits out the storm.","title":"Get into cover!","question":"What are they looking for? Was any of the PCs in this kind of situation before?","order":null}],"tier":2,"difficulty":14,"impulses":"Unleash the force of nature, block vision and sound","potential_adversaries":"Spectral Captain, Spectral Guard, Stonewraith"},{"name":"UNDERSEA TRENCH","type":"exploration","description":"Beneath the waves, monsters congregate.","source":"Incredible Creatures","features":[{"type":"passive","description":"Wrecks of ships taken down by the Naga litter the sea floor. PCs can make an Instinct or Knowledge Roll to discover more about a wreckage.  \n• **Critical Success**: Gain information from Success with Hope and an appropriate treasure.  \n• **Success with Hope**: The name and origin of the ship, and what kind of ship it was, types of cargo it might have carried, perhaps even signs pointing the party toward their goal.  \n• **Success with Fear**: They find the name of the ship and what cargo it held, but all the items of worth are gone. When the “Patrols” reaction triggers, a creature of your choice has a Tier 2 weapon in their possession.  \n• **Failure with Hope**: Mark a Stress but lean on a character’s goals (perhaps by pointing the way toward their goal).  \n• **Failure with Fear**: Activate “Boiling Fury” action below.","title":"Flotsam","question":"","order":null},{"type":"action","description":"**Spend a Fear** to have a lava vent burst out boiling water in a line upward. All targets within Very Close range of that line must succeed on an Agility Reaction Roll. Targets who fail take **2d6+6** magic damage and if they use armor to reduce the damage, they must mark 2 Armor Slots.","title":"Boiling Fury","question":"What is causing these eruptions? Are their warnings signs or sounds that give the party a sign?","order":null},{"type":"action","description":"**Spend a Fear** to cause an earthquake that collapses a tunnel or send the remains of a sunken ship crashing down on the PC heads. This could cause the party to split up or have to take a more dangerous route.","title":"No Escape Here","question":"Did any of the PCs get caught in the falling debris? What alternative ways might there be out of this place?","order":null},{"type":"reaction","description":"*Countdown (5)*. When the PCs enter the scene activate the countdown. When it triggers, have the triggering PC make a fate roll with their Fear die. The number is how many BP you have to spend on an encounter using the Naga in the Potential Adversaries section. **Spend a Fear** to restart the countdown.","title":"Patrols","question":"Are the adversaries actively looking for the party? Do they catch the PCs off guard?","order":null}],"tier":2,"difficulty":15,"impulses":"Shelter, lead to danger, hide treasure, disorient","potential_adversaries":"Naga (Eel Master, Finscourge, Reefwatcher, Sea Witch, Shoalstalker, Titan, Young Leviathan), Sirens, Undersea creatures (Shark, Electric Eel, Kraken)"},{"name":"CRYSTAL WASTELAND","type":"traversal","description":"A harsh and alien landscape that shines with towers of glittering crystal\u001E","source":"The Void","features":[{"type":"passive","description":"The crystals here reverberate with magical energy.\u0017 A PC can make a downtime move to try and *Attune* to the environment with a successful Spellcast Roll. Spellcast Rolls made by an *Attuned* PC inside the Crystal Wasteland have advantage.\u0017 A PC clears the condition when they leave the wasteland.","title":"Harmonic Resonance","question":"How does attunement to this place alter your sensory experience of it? What sound or song from your childhood does this place conjure?","order":null},{"type":"action","description":"Strange\u001Flocalized phenomena dot the landscape, warping distance and direction.\u0017**Spend a Fear** to alter the gravity at a point of your choice.\u0017 All targets within Close range of that point must make a Knowledge Reaction Roll to calculate their new trajectories.\u0017 Targets who fail take **3d8+4** physical damage as they are thrown up and away.\u0017 Targets who succeed must mark a Stress or take half damage.","title":"Gravitational Anomalies","question":"What does it feel like as your body and mind ﬁght to re\u001Cestablish equilibrium? Is there any way to use this to your advantage?","order":null},{"type":"action","description":"**Spend a Fear** to have any number of PCs glimpse a reﬂection in the crystal of who they once were or might become.\u0017 Each target makes a Fate Roll. Targets who succeed see a vision of their better self and can replace one Experience.\u0017 Targets see a vision of their dark past–or an even darker future–and must mark a Stress, and you gain a fear.","title":"Arcane Reﬂection","question":"Who do the PCs see on the other side of the crystal? How does it make them feel?","order":null},{"type":"reaction","description":"When a PC fails a roll to navigate the wasteland,\u001F they make a Finesse Reaction Roll.\u0017 On a failure\u001F they cut themselves on the sharp edges of the terrain.\u0017 Shards of magic crystal become embedded in their wound and slowly grow,\u001F *Crystallizing* them.\u0017 Activate a Crystal Countdown (1) for that PC.\u0017 Until they remove the condition with a successful Knowledge Roll,\u001F a *Crystallizing* PC ticks up their Crystal Countdown at the start of each rest, and has a penalty to their Evasion equal to its value.\u0017 The countdown ends with the condition is cleared.","title":"Razor\u001ESharp Terrain","question":"What does the crystal look like as it grows? What does it feel like?","order":null},{"type":"reaction","description":"When the PCs take a long rest\u001F you can **spend a Fear** to swap their psyches.\u0017 Collect all the players’ character sheets,\u001F then shuﬄe and randomly redistribute them.\u0017 Each character sheet comes with that PC’s Domain cards and player aids.\u0017 A PC can regain their psyche with a successful Knowledge Roll,\u001F at which point they trade sheets with the player who has their original character sheet.","title":"Psychic Shuﬄe","question":"How does it feel being in someone else’s skin? If you could choose to stay like them in one way\u001E what would it be?","order":null}],"tier":3,"difficulty":16,"impulses":"Cut them to their core\u001F fracture their psyches\u001F show their true reﬂection","potential_adversaries":"Adult Flickerﬂy\u001F Constructs\u001F Crystal Guardians (Vault Guardians)\u001F Elemental Spark\u001F Whisper Wraiths"}]}