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Undead room

Tier
1
Type
Event
Difficulty
12
Impulses
Challenge PCs for Combat

Environment overview

An old dusty room

Potential adversaries

Undead

Features

Passives

passive
  • Sneaky

    Start countdown(4) to sneak past the Undead(s):

    • Critical Success, sneak past Undead(s) unalerted.

    • Success with Hope, sneak past Undead(s), reducing countdown by (1).

    • Success with Fear, sneak past Undead(s) but cause noise, increasing countdown by (1).

    • Failure with Hope, PC get spotted, starting Combat PCs' turn first.

    • Failure with Fear, PC get spotted, starting Combat GM's turn first.

    Questions
    • When Success with Fear, how does the Undead start pursuing the noise?
  • Peek

    Countdown(2), Undead will turn around. Roll Finesse to hide. On failure, starts Combat PC's turn first.

Actions

action
  • Glass
    Fear 1

    Spend a Fear, make glass appears beneath PCs. Roll Agility to avoid. On failure, attract attention, PC mark a stress.

Reactions

reaction

About this environment

Undead room

Tier 1 Event

An old dusty room

Impulses: Challenge PCs for Combat

Difficulty: 12

Potential Adversaries: Undead

Features

Sneaky - Passive: Start countdown(4) to sneak past the Undead(s):
  • Critical Success, sneak past Undead(s) unalerted.

  • Success with Hope, sneak past Undead(s), reducing countdown by (1).

  • Success with Fear, sneak past Undead(s) but cause noise, increasing countdown by (1).

  • Failure with Hope, PC get spotted, starting Combat PCs' turn first.

  • Failure with Fear, PC get spotted, starting Combat GM's turn first.

  • When Success with Fear, how does the Undead start pursuing the noise?
Peek - Passive: Countdown(2), Undead will turn around. Roll Finesse to hide. On failure, starts Combat PC's turn first.
Glass - Action: Spend a Fear, make glass appears beneath PCs. Roll Agility to avoid. On failure, attract attention, PC mark a stress.

Discussion

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