Daggerheart · 19 entries
| Environment | Tier | Type | Difficulty | Description | Impulses | Features |
|---|---|---|---|---|---|---|
| Abandoned Grove | 1 | Exploration | 11 | A former druidic grove lying fallow and fully reclaimed by nature. | Draw in the curious, echo the past | Overgrown Battlefield, Barbed Vines, You Are Not Welcome Here, Defiler |
| Ambushed | 1 | Event | Special (see “Relative Strength”) | An ambush is set to catch an unsuspecting party off-guard. | Overwhelm, scatter, surround | Relative Strength, Surprise! |
| Ambushers | 1 | Event | Special (see “Relative Strength”) | An ambush is set by the PCs to catch unsuspecting adversaries off-guard. | Escape, group up, protect the most vulnerable | Relative Strength, Where Did They Come From? |
| Burning Heart of the Woods | 3 | Exploration | 16 | Thick indigo ash fills the air around a towering moss-covered tree that burns eternally with flames a sickly shade of blue. | Beat out an uncanny rhythm for all to follow, corrupt the woods | Chaos Magic Locus, The Indigo Flame, Grasping Vines, Charcoal Constructs, Choking Ash |
| Bustling Marketplace | 1 | Social | 10 | The economic heart of the settlement, with local artisans, traveling A merchants, and patrons across social classes. | Buy low, and sell high, tempt and tantalize with wares from near and far | Tip the Scales, Unexpected Find, Sticky Fingers, Crowd Closes In |
| Castle Siege | 3 | Event | 17 | An active siege with an attacking force fighting to gain entry to a fortified castle. | Bleed out the will to fight, breach the walls, build tension | Secret Entrance, Siege Weapons (Environment Change), Reinforcements!, Collateral Damage |
| Chaos Realm | 4 | Traversal | 20 | An otherworldly space where the laws of reality are unstable and dangerous. | Annihilate certainty, consume power, defy logic | Impossible Architecture, Everything You Are This Place Will Take from You, Unmaking, Outer Realms Predators, Disorienting Reality |
| Cliffside Ascent | 1 | Traversal | 12 | A steep, rocky cliffside tall enough to make traversal dangerous. | Cast the unready down to a rocky doom, draw people in with promise of what lies at the top | The Climb, Pitons Left Behind, Fall |
| Cult Ritual | 2 | Event | 14 | A Fallen cult assembles around a sigil of the defeated gods and a bonfire that burns a sickly shade of green. | Profane the land, unite the Mortal Realm with the Circles Below | Desecrated Ground, Blasphemous Might, The Summoning, Complete the Ritual |
| Divine Usurpation | 4 | Event | 20 | A massive ritual designed to breach the gates of the Hallows Above and unseat the New Gods themselves. | Collect power, overawe, silence dissent | Final Preparations, Divine Blessing, Defilers Abound, Godslayer, Beginning of the End, Ritual Nexus |
| Hallowed Temple | 2 | Social | 13 | A bustling but well-kept temple that provides healing and hosts regular services, overseen by a priest or seraph. | Connect the Mortal Realm with the Hallows Above, display the power of the divine, provide aid and succor to the faithful | A Place of Healing, Divine Guidance, Relentless Hope, Divine Censure |
| Haunted City | 2 | Exploration | 14 | An abandoned city populated by the restless spirits of eras past. | Misdirect and disorient, replay apocalypses both public and personal | Buried Knowledge, Ghostly Form, Dead Ends, Apocalypse Then |
| Imperial Court | 4 | Social | 20 | The majestic domain of a powerful empire, lavishly appointed with stolen treasures. | Justify and perpetuate imperial rule, seduce rivals with promises of power and comfort | All Roads Lead Here, Rival Vassals, The Gravity of Empire, Imperial Decree, Eyes Everywhere |
| Local Tavern | 1 | Social | 10 | A lively tavern that serves as the social hub for its town. | Provide opportunities for adventurers, nurture community | What’s the Talk of the Town?, Sing For Your Supper, Mysterious Stranger, Someone Comes to Town, Bar Fight! |
| Mountain Pass | 2 | Traversal | 15 | Stony peaks that pierce the clouds, with a twisting path winding its way up and over through many switchbacks. | Exact a chilling toll in supplies and stamina, reveal magical tampering, slow down travel | Engraved Sigils, Avalanche, Raptor Nest, Icy Winds |
| Necromancer’s Ossuary | 4 | Exploration | 19 | A dusty crypt with a library, twisting corridors, and abundant sarcophagi, spattered with the blood of ill-fated invaders. | Confound intruders, delve into secrets best left buried, manifest unlife, unleash a tide of undead | No Place for the Living, Centuries of Knowledge, Skeletal Burst, Aura of Death, They Just Keep Coming! |
| Outpost Town | 1 | Social | 12 | A small town on the outskirts of a nation or region, close to a dungeon, tombs, or other adventuring destinations. | Drive the desperate to certain doom, profit off of ragged hope | Rumors Abound, Society of the Broken Compass, Rival Party, It’d Be a Shame If Something Happened to Your Store, Wrong Place, Wrong Time |
| Pitched Battle | 3 | Event | 17 | A massive combat between two large groups of armed combatants. | Seize people, land, and wealth, spill blood for greed and glory | Adrift on a Sea of Steel, Raze and Pillage, War Magic, Reinforcements! |
| Raging River | 1 | Traversal | 10 | A swift-moving river without a bridge crossing, deep enough to sweep away most people. | Bar crossing, carry away the unready, divide the land | Dangerous Crossing, Undertow, Patient Hunter |