Dusklight Siege
Designed by
Environment overview
Helping Stop a Siege
Potential adversaries
Features
Passives
passive-
The Chained Processing
Mechanism: Countdown (Dynamic Consequence 6).
Activate this countdown as soon as the party arrives within sight of the island docks.
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Advancement Rules:
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Failure with Fear: Tick down 3.
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Failure with Hope: Tick down 2.
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Success with Fear: Tick down 1.
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Success with Hope / Crit: No advancement.
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Trigger: When the countdown hits 0, a prison-barge carrying dozens of villagers (including key town NPCs) pushes off into the toxic Ashen Seas. The remaining guards on land increase their patrol aggression, granting all enemy attack rolls advantage until the scene ends or the dock is cleared.
Questions- Which familiar face from the party's past is being shoved up the gangplank as the chains rattle?
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Actions
action-
Corrupted Flame-SpoutFear 1
The invaders funnel corrupted reagents into the sacred pyre’s fuel vents, causing a burst of sickening, violet fire to spew from the town’s braziers or furnace pipes.
Choose a point within Far range. Make an attack roll against all PCs within Very Close range of that point. Targets must make an Agility Reaction Roll (15).
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Failure: Targets take $2d8+4$ magic damage and become Vulnerable until they clear a Stress.
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Success: Targets take half damage.
Questions- How does the air smell as the sacred flame twists into something profane?
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Reactions
reaction-
Choke-Point BarricadesFear 1
Trigger: When a PC attempts to move through the narrow, multi-tiered street passages or rescue a group of prisoners.
The invaders have built heavy, spiked barricades to funnel captives and stop resistance. Moving past or vaulting over a barricade while in danger requires an Agility or Strength Action Roll (15).
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Failure with Fear: The PC is pinned against the spikes, becomes Restrained, and an archer squad on a nearby rooftop immediately makes a free attack against them.
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Success with Fear: The PC crosses, but must mark 1 Stress or an Armour Slot due to the jagged metal.
Questions- What family heirloom was dropped and crushed beneath the spikes?
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Desperate Hostage Shield
Trigger: When an adversary within Melee range of a captive villager takes physical damage.
An adversary grabs a nearby chained prisoner to use as a meat shield. The attacking PC must make an Instinct Reaction Roll (15).
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Failure: The incoming damage is dealt directly to the innocent villager instead of the adversary, and the attacking PC must mark 2 Stress.
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Success: The PC adjusts their strike in time, dealing full damage to the adversary without harming the hostage.
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About this environment
Dusklight Siege
Tier 2 Event
Helping Stop a Siege
Impulses: Drive civilians into chains, enforce martial lock down, drag captives to the prison-barges, leverage the sacred pyre as leverage or a weapon
Difficulty: 15
Potential Adversaries: Damask Marauder Band (Tier 2 Horde), Damask Archer Squad (Tier 2 Horde), Damask Ambusher (Tier 2 Skulk), Hive Collector / Elite Hive Collector (Tier 2 Standard), Glomtower Thrall (Tier 2 Solo)
Features
Activate this countdown as soon as the party arrives within sight of the island docks.
Advancement Rules:
Failure with Fear: Tick down 3.
Failure with Hope: Tick down 2.
Success with Fear: Tick down 1.
Success with Hope / Crit: No advancement.
Trigger: When the countdown hits 0, a prison-barge carrying dozens of villagers (including key town NPCs) pushes off into the toxic Ashen Seas. The remaining guards on land increase their patrol aggression, granting all enemy attack rolls advantage until the scene ends or the dock is cleared.
- Which familiar face from the party's past is being shoved up the gangplank as the chains rattle?
Choose a point within Far range. Make an attack roll against all PCs within Very Close range of that point. Targets must make an Agility Reaction Roll (15).
Failure: Targets take $2d8+4$ magic damage and become Vulnerable until they clear a Stress.
Success: Targets take half damage.
- How does the air smell as the sacred flame twists into something profane?
The invaders have built heavy, spiked barricades to funnel captives and stop resistance. Moving past or vaulting over a barricade while in danger requires an Agility or Strength Action Roll (15).
Failure with Fear: The PC is pinned against the spikes, becomes Restrained, and an archer squad on a nearby rooftop immediately makes a free attack against them.
Success with Fear: The PC crosses, but must mark 1 Stress or an Armour Slot due to the jagged metal.
- What family heirloom was dropped and crushed beneath the spikes?
An adversary grabs a nearby chained prisoner to use as a meat shield. The attacking PC must make an Instinct Reaction Roll (15).
Failure: The incoming damage is dealt directly to the innocent villager instead of the adversary, and the attacking PC must mark 2 Stress.
Success: The PC adjusts their strike in time, dealing full damage to the adversary without harming the hostage.
Dusklight Siege
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Dusklight Siege Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.