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Dusklight Siege

Tier
2
Type
Event
Difficulty
15
Impulses
Drive civilians into chains enforce martial lock down drag captives to the prison-barges leverage the sacred pyre as leverage or a weapon

Environment overview

Helping Stop a Siege

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

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.

    • 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.

    Questions
    • Which familiar face from the party's past is being shoved up the gangplank as the chains rattle?

Actions

action
  • Corrupted Flame-Spout
    Fear 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).

    • Failure: Targets take $2d8+4$ magic damage and become Vulnerable until they clear a Stress.

    • Success: Targets take half damage.

    Questions
    • How does the air smell as the sacred flame twists into something profane?

Reactions

reaction
  • Choke-Point Barricades
    Fear 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).

    • 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.

    Questions
    • What family heirloom was dropped and crushed beneath the spikes?
  • 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).

    • 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.

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

The Chained Processing - Passive: Mechanism: Countdown (Dynamic Consequence 6).

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?
Corrupted Flame-Spout - Action: 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).

  • 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?
Choke-Point Barricades - Reaction: 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).

  • 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?
Desperate Hostage Shield - Reaction: 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).

  • 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.

Discussion

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