
TIER 2 (LEVEL 2-4)
DESERT CROSSING
Tier 2 Traversal
Tones of yellow, orange and red as far the eye can see. Sand-
stone rocks peak from the hot sand.
Impulses: Exact a toll of heat and exhaustion in supplies
and stamina, slow down travel
Difculty: 15
Potential Adversaries: Beasts, Bandits
FEATURES
Engraved Sigils - Passive: Some of the rocks have sigils
ad runes cared into them. On some others the surface
seems worked with tools. A PC with a relevant back-
ground or Experience identies them as ancient magic
of some sort.
Who carved these enchantments?
Footprints - Passive: A PC with relevant Experience
spots some footprints in the sand. A PC who succeeds
on a Instinct Roll can also spot these tracks. They seem
to be leading deeper into the desert, but loose them-
seves in the sand after a short while.
Where do these tracks lead to? Who left them here?
Quicksand - Action: Spend a Fear to cause a sudden
shift inn the sand below the PCs. All PCs must suc-
ceed on an Agility or Strength Reaction Roll or be sucked
down into the sand and get stuck. Targets who fail are
restrained, take 3d10 phyysical damage, and must mark
two Stress. Targets who succeed musr mark onw Stress.
Sand Gust - Reaction: Countdown (Loop 4). When the
PCs enter the desert crossing, activate the countdown.
When it triggers, all character traveling through must
succeed on a Strength Reaction Roll ir mark a Stress.
A PC wearing clothes appropriate for extreme heat and
sandy winds gains advantage on these rolls.
FLOATING ISLANDS
Tier 2 Traverlsal
A set of oating islands formed bz ancient magic, warpin grav-
ity around it, connected with wooden rope bridges.
Impulses: Confuse, shake of travelers.
Difculty: 15
Potential Adversaries: any
Potential Environments: Hanging bridges
FEATURES
Falling - Passive: When escaping the pull of one is-
land towards another, a creature must succed an Agility
Check to reach its target and takes 1d10 phyical damage
on impact.
Ancient Magic - Action: Spend a Fear to have one of the
islands gravity malfuncitoning. Any PC standing on the
island must succeed an Agility Reaction Roll or get ung
off. On a success they get ung off to a nearby island, if
it was with fear they must mark 1 Stress. A fail causes the
PC to fall downward, if they do not catch themselves or
are caught, they will surely plummit to their death. If the
Reaction Roll was a critical success, they manage to hold
onto the island until the gravity returns to normal.
ENVIRONMENTS Tier 2 (Level 2-4) 3