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The Peak’s Challenge

The reward of the summit is perspective. Some The first accent of Hotsl Cilor is
supernatural trick allows climbers to see farther considered a lost cause by the
A silent monolith. and sharper than they should. And it is beautiful. sane. But it is not the sane that
gather on its snow-swept slopes.
A gentle grave In the frigid air convene
By Kent Allen
An incredible gale surges in a adventurers of a particular type.
ring around the base of the peak. It’s as if they find something
The blinding storm assaults a inside themselves reflected in the
climber’s sense of direction and frigid desolation. These climbers
physically resists their ascent.
Climbers must also stay alert for
are driven upwards by a quiet
larger objects in the wind while mania, risking a thousand deaths
being careful not to fall off the for a pilgrimage into the sky.
mountain in blindness.

The Path
To be above the Hypoxial line is to be dying. Without enough air, the body General: Starting at the base camp,
starts to break down. There is no recovery. No benefit from food or sleep. climbers will follow the path up the
Just a timer. Get back below in time or die. Climbers may have to return mountain dealing with the trials
below the line to reset the clock if they lose time above. marked in blue and the constant threat
of the unforgiving conditions.
Random Encounter: Roll a d8 for each
stretch between trials. 1-5: peaceful
This is the final camp and the road ends. There are some
nearly frozen climbers already here. They are muttering
journey and mesmerizing landscapes, 6:
angrily about the lights knowing the way but only showing emerging from the snow are desperate
them cliffs and snow-sequestered crevasses. These figures and nearly frozen forms of other
grow murderous if directly spoken to. Their minds are climbers, 7: an avalanche threatens
gone. Near the edge of the camp are faint flame-like blue the climbers, 8: A blizzard overtakes
lights floating in the air. These ethereal spirits know the climbers
the secret path across a treacherous snowfield but would Camps: Resting at a camp helps warm
rather lead climbers to their death. This is the trial no up and provides opportunity to
This is as far as the Shurarè will go. They reveal some ropes one has ever passed. Can the climbers communicate and alleviate madness and exhaustion.
leading up cliffs protected from the wind and snow. The ropes convince these spirits to show them the way? Sleeping outside of a camp is not safe
keep the climbers relatively safe but there is still potential
for 10-20 ft falls and of course exhaustion, cold, and madness.
from avalanches and powerful winds
that can take tents and their
occupants high into the air.

Unforgiving Conditions
Thin Air: At the top of the world
there is very little air. Adventurers
should minimize physical exertion when
An everchanging maze of responding to challenges or face
ice. The mountain’s silence
Here the adventurers must exhaustion.
There is a series of 3 large crevasses along the is broken by the deep
negotiate with the Shurarè Biting Winds: The cold is fierce.
path that are very difficult to cross, players are tremors of massive blocks
people. They have
likely to fall and then must deal with hungry white of ice shifting or falling. Adventurers should maintain protection
worshipped the mountain
for generations and must
wolves waiting below. They also start dealing with The climbers must move against the cold. If they are exposed,
the Unforgiving Conditions along this trail quickly, hoping to not be they get hurt.
be convinced to show
crushed. But the maze is
prospective climbers the Wandering Minds: Extreme conditions
difficult to navigate and
way. They do not care for constantly pressure the mind. After
the ice is slick.
money. The Shurarè become dangerous experiences adventurers must
guides until the Cliffs of
risk temporary madness. If unchecked,
Ascension.
madness can become permanent.

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