Environment Breakdown
Each stat block contains the following elements:
Name: Each environment writeup has a unique name—in this case, a Baronial Court.
Type: The environment’s type appears immediately after its name, representing the type of scene it most easily supports. The Baronial Court is a Social environment, meaning that the most likely threats and obstacles there will be interpersonal in nature.
Tier: Each environment is designed to challenge PCs of a certain tier. You can use stat blocks from other tiers, but you may want to adjust their statistics.
Description: An evocative one-line summary of the environment.
Tone & Feel: Emotional notes the GM can highlight to enhance this environment’s impact, plus sensory details to share when describing the scene. The Baronial Court has a mood that is playful yet tense; it is rich with the smell of food, perfume, and wine.
Difficulty: Baronial Court is Difficulty 12, which provides a baseline for action rolls made to directly oppose the elements of this environment. Individual adversaries appearing in the environment may have other difficulties.
Potential Adversaries: Many environments suggest specific adversaries that commonly appear in scenes with that environment. Not every listed adversary needs to appear in an environment, and you’re free to use others instead.
Features: Features provide you inspiration for GM moves that represent the dynamic environment. Features are denoted as either an action, which means you must spend a token on the action tracker to use it if using the action tracker (any GM move can activate it if the action tracker is not out), a passive, which means it always applies and doesn’t require a token or GM move to activate, or a reaction, which means you can respond to the specified trigger without requiring a GM move or action token. Many environment features are unique to that stat block, but others are common across multiple stat blocks.
Environment Types
An environment’s type represents the style of scene they most readily support. But any kind of interaction can happen in any environment. Unexpected environments can provide exciting contrast or round out a scene, so don’t be afraid to plan a social encounter in a dangerous Traversal environment, or a duel to the death in a Social environment. Environment types include the following:
Exploration: Wondrous location with mysteries and marvels to discover.
Social: Location that primarily presents interpersonal challenges.
Traversal: Dangerous location where moving around the space itself is a challenge.
Event: A situation that offers certain parameters on the fiction for a limited amount of time.
Environment Features
The right side of each stat block lists that environment’s features.
Feature Questions
Below each feature, you’ll find an italicized question. If you wish, you can use these to inspire hooks to connect the scene to other story elements, prompts to fuel the scene, and more.
For example, the Baronial Court feature “We Meet Again” asks, “What do they want from the PCs (assistance, companionship, revenge)?” This question invites you to consider the NPC’s motive and how their appearance in the scene might reincorporate past events, develop relationships, or connect to other plot elements.
Using Features
Environmental features generally follow the same rules as adversary features. See “Adversary Features” for these full rules, but in summary: Whenever you make a GM move, you can activate environment features like you would adversaries. Environment features can take the form of actions (which require one or more action tokens if you’re using the action tracker), reactions (which happen freely in response to a trigger), and passives (which automatically apply). Like adversary features, some environment features also require marking Stress, spending additional action tokens, or spending Fear.
You can find a complete list of environment features in [section pending] of chapter 6.
Fear Moves
Like Adversaries, Environments can have Fear moves—powerful, scene-defining effects that require spending Fear to activate. Not every environment has a fear move, and most environment Fear moves take the form of actions. The following two features are examples of Fear moves:
Frame - Action - Fear
Spend a Fear to have a prominent member of the court frame a PC for a crime, real or imagined. Proving their innocence requires completing a Progress Countdown (6).
Patient Hunter - Action - Fear
Spend a Fear to summon an Acid Burrower, who bursts up from the ground where they have been waiting for prey. The Acid Burrower immediately takes the Earth Eruption action without spending action tokens.
What treasures do they have in their burrow? What travelers have already fallen victim to this beast?
Adapting Environments
When planning your session (or even in the middle of one), you can adjust an existing environment’s stat block to fit the needs of your scene or just improvise any elements as needed—the environments framework is there to help organize ideas, not to stifle a GM’s creativity.
Sometimes you want to use an environment but it’s not at the right Tier for your party. Or you might want to replace a feature or two, then present it as an entirely different environment.
Chapter 5 presents in-depth information on environment balance and how to scale existing environments or create new ones (section under construction), but especially if you’re mid-session when you realize you need a new environment, you don’t want to make lots of decisions. Don’t sweat the details; you can roughly adjust a stat block to a different tier by simply replacing its existing statistics with those listed on the Improvised Statistics by Tier table, using the column that corresponds to your party’s tier.
Environment Statistics by Tier
| Environment Statistic | Tier 0 | Tier 1 | Tier 2 | Tier 3 | | | Damage Dice | 1d6 | 2d8 | 2d12 | 4d12 | | Difficulty | 11 | 14 | 17 | 20 |
If you feel comfortable coming up with an environment’s features on the fly, you can even use the above table to improvise a completely new environment using these statistics—see “Adding or Changing Features” below.
Using the above guidance won’t always make the environment a perfect match for the PCs, but it’ll reduce the chances of a drastic mismatch throwing off your scene.
Adding or Changing Features
When scaling an environment to a higher tier, consider adding a Fear action if there isn’t already one. Similarly, if scaling down to a lower tier, consider removing one of the most powerful or impactful features.
Scaling Environments
Environments are easier to scale than adversaries, since they don’t have Hit Point Thresholds, HP, or Stress. Mainly, you’ll want to adjust the default difficulty, any difficulties listed in features, and damage dealt by features. If the environment has a feature that involves summoning an adversary, you might replace the listed adversaries with ones appropriate to the party’s tier or you might scale down the listed adversaries.