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to retire after an unfortunate hunting accident – he was the sole survivor of the expedition, after which he became withdrawn and stopped talking.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.

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