When bringing Vertigo Peak into play, the GM may use the following points to
enrich the story by introducing artifacts, Villains, discoveries, and
rewards.
HUNTING VILLAGE
The inhabitants of this settlement work hard to preserve the delicate
balance of the ecosystem, making sure the largest and most dangerous
creatures don’t descend upon the valley, where the population won’t be
able to fend them off.
-
The hamlet. The local hunters learned not to waste
anything, to use everything they harvest from their prey to show respect
for their “sacrifice”. Despite their harsh and rough personalities,
tempered by the difficulties and hardship that they endure, they offer
shelter to the travelers.
What are the key traditions of these people? Why did they adopt this
particular philosophy?
-
Dragon Fang. A gigantic weapon used to defend the
village from aggressive creatures, this massive harpoon was fashioned
from an ancient and unbreakable bone-like material, but the identity of
the creature it comes from has been lost to time.
What actually is the Dragon Fang? What creature did it belong to?
-
The old hunter. His vast scars tell many stories,
including those he is unwilling to share. This silent veteran was forced
to retire after an unfortunate hunting accident – he was the sole
survivor of the expedition, after which he became withdrawn and stopped
talking.
Who is this old hunter? What accident caused him to retire? What
discovery caused him to mistrust everybody?
CALAMITY KEEP
This vast and partially ruined castle was built over the original lair of
the dragons, powerful creatures now forgotten among the echoes of the
past. Only the boldest and most foolish dare trudge the path to this
ancient building.
Lost Path
Many are the dangers hidden along this route. To reach the castle, the PCs
have to complete a 10 section Clock. With each failed Check, the Game
Master introduces one of the dangers of Vertigo Peak – landslides, sudden
fatigue, an abrupt snowstorm or a pack of opportunistic predators.