STORY HOOKS

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.

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.