Environment (15, DESECRATED GRAVEYARD, source: Mike Underwood)

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DESECRATED GRAVEYARD

Tier 1 Exploration

A place of rest turned into a misty maze of hazards, haunted by the unquiet dead.

Impulses: disturb the peace of the dead, make grief tangible, Memento Mori

Difficulty: 11

Potential Adversaries: Giant Rat Swarm, Skeletons (Dredge, Knight, Archer, Warrior), Zombies (Brawny Zombie, Patchwork Zombie Hulk, Rotted Zombie, Zombie Pack)

FEATURES

Fell Magics - Passive: 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.

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?

Aura of Death - Passive: 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.

Which characters have had to bury a loved one? What loss does this place remind you of?

Concealing Mist - Action: 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.

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?

Empty Graves - Action: 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.

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?

Grasping Claws - Reaction: 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.

What do you feel more – the grip as cold as the grave or the heat of the blood drawn by their hungry flailing?

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