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Inventor’s Exhibition

Environments Designed by Nate Kharrl • Art by Nate Kharrl
Tier
1
Type
Event
Difficulty
12
Impulses
Control the crowd Safeguard secrets Protect inventor and prototypes

Environment overview

A world-changing marvel is revealed to a hostile crowd.

Potential adversaries

Religious zealots Rival inventors Hired goons

Features

Passives

passive
  • The Sound of the Future

    When the encounter begins, spotlight three GM moves in quick succession before the players act: the front row surges toward the stage, a molotov arcs from the crowd, and start two countdowns:

    • The prototype is destroyed (6)

    • Law enforcement arrives (8)

    The music is disorienting: anything relying on concentration or precise coordination works at disadvantage while it plays.

Actions

action
  • Panicked Surge

    A wave of terrified citizens rushes the stage. Each PC within Close range of the stage edge makes an Agility Reaction Roll (12) or is knocked back to the stage edge prone and marked Vulnerable until they clear it on their next turn. If the players set up a barrier or crowd-control tactic, they roll with advantage.

  • Molotov from the Crowd

    A saboteur hurls a firebomb. Mark a point; it deals 1d12 physical to everything Very Close and leaves a burning zone (1d6 on entry) until someone spends an action to smother it. Advance the countdown "The Prototype is Destroyed."

  • Seize the Prototype

    If there is no player character within close range of the prototype, an adversary within very close range of the prototype begins hastily studying the prototype and stealing components. Advance the countdown "The Prototype is Destroyed."

Reactions

reaction

About this environment

Inventor’s Exhibition

Tier 1 Event

A world-changing marvel is revealed to a hostile crowd.

Impulses: Control the crowd, Safeguard secrets, Protect inventor and prototypes

Difficulty: 12

Potential Adversaries: Religious zealots, Rival inventors, Hired goons

Features

The Sound of the Future - Passive: When the encounter begins, spotlight three GM moves in quick succession before the players act: the front row surges toward the stage, a molotov arcs from the crowd, and start two countdowns:
  • The prototype is destroyed (6)

  • Law enforcement arrives (8)

The music is disorienting: anything relying on concentration or precise coordination works at disadvantage while it plays.

Panicked Surge - Action: A wave of terrified citizens rushes the stage. Each PC within Close range of the stage edge makes an Agility Reaction Roll (12) or is knocked back to the stage edge prone and marked Vulnerable until they clear it on their next turn. If the players set up a barrier or crowd-control tactic, they roll with advantage.
Molotov from the Crowd - Action: A saboteur hurls a firebomb. Mark a point; it deals 1d12 physical to everything Very Close and leaves a burning zone (1d6 on entry) until someone spends an action to smother it. Advance the countdown "The Prototype is Destroyed."
Seize the Prototype - Action: If there is no player character within close range of the prototype, an adversary within very close range of the prototype begins hastily studying the prototype and stealing components. Advance the countdown "The Prototype is Destroyed."

Discussion

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