Environment (4, HALLOWED TEMPLE, source: DH Core)
This is a environment record from your database.
HALLOWED TEMPLE
Tier 2 Social
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
Difficulty: 13
Potential Adversaries: Guards (Archer Guard, Bladed Guard, Head Guard)
FEATURES
What does the incense smell like? What kinds of songs do the acolytes sing?
- 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.
- Success with Hope: The PC receives clear information.
- Success with Fear: The PC receives brief flashes of insight and an emotional impression conveying an answer.
- Any Failure: The PC receives only vague flashes. They can mark a Stress to receive one clear image without context.
What does it feel like as you are touched by this vision? What feeling lingers after the images have passed?
What emotions or memories do you connect with when fear presses in?
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?
Image Here