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Bountiful Scrapyard

Environments Designed by Doj0
Tier
1
Type
Traversal
Difficulty
13
Impulses
Looking For Something? Shiny Loot! Watch Your Step Intruder Alert

Environment overview

An unkempt scrapyard full of sharp edges and cast aside gadgets

Potential adversaries

Construct Swarm of Rats Giant Rat Glass Snake Green Ooze Merchant

Features

Passives

passive
  • Spare Part

    If the party is looking for a specific McGuffin, start a Countdown (6). When triggered, they find the intact McGuffin, can take it unnoticed, and leave. Advance the Countdown as follows:

    Critical Success: Tick down 3

    Success with Hope: Tick down 2

    Success with Fear: Tick down 1

    Failure with Hope: Tick up 1

    Failure with Fear: Tick up 2

    Spend a Fear: Tick up 1 (maximum uses: 3)

    If the Countdown reaches 12, the party was spotted by the angered owner (i.e. Merchant), who activates the feature "Alarm System"; each PC loses a Hope. If they have no Hope, they must mark a Stress or a Hit Point.

    Questions
    • What are you looking for?
  • It's Across There

    Whenever a PC wants to move to a location beyond Close range, they must make an Agility Roll. If two or more move together, use a group action roll. They always reach their intended location. Depending on the outcome of the roll, the following happens additionally:

    Critical Success: no damage; you may trigger the feature "One Man's Trash..." for each PC

    Success with Hope: no damage; you may trigger the feature "One Man's Trash..." once

    Success with Fear: no damage; the PC leading the action must mark a stress

    Failure with Hope: each PC takes 1d8 physical damage

    Failure with Fear: each PC takes 1d8 physical damage and is temporarily Vulnerable

    Questions
    • Why is the party here?
    • Do you need permission to be here?
    • Is something catching their eye?

Actions

action
  • It's Alive!
    Fear 2

    Spend two Fear to activate a decommissioned Construct in Far range.

    Alternatively, summon a number of Giant Rats, Swarm of Rats, Green Ooze, and/or Glass Snake.

Reactions

reaction
  • One Man's Trash...

    While traversing with a Success with Hope, PCs can spend a Hope to find loot in the junk. They can mark a Stress to discard their found loot in favor of a different one. Examples:

    • Premium Bedroll

    • Alistair's Torch

    • Snap Powder

    • Varik Leaves

    • Health Potion

    • Stamina Potion

    • Unstable Arcane Shard

    • Valorstone

    • Speaking Orbs

    • Reinforcement Patch (homebrew)

    • Flickerstone (homebrew)

    Questions
    • What other trinkets are trapped in the trash?
  • Alarm System

    Sirens are blaring, electric fences activated, and derelict equipment sparks from haywire conduits. All action rolls within the Scrapyard have disadvantage and PCs cannot become Cloaked or Hidden.

    Start a Countdown (Loop [#PCs]). On every action roll, tick down 1. When triggered, a PC must either mark a Stress, an HP, an Armor Slot, or lose a Hope.

    You may spend a Fear to trip a PC, requiring an action roll to get back on their feet.

    Questions
    • Why is this heavily secured?

About this environment

Searching for something here requires moving through it. Cables, glass shards, metal edges, and broken magical artifacts are in your way. Even flying won’t help, as trash and junk is piled up in jenga-like towers that could collapse at any time. And the owner might not want strangers rummaging through their stuff.

This is a hostile environment, where the party will probably not linger for long, unless they must. Run the Scrapyard similar to a heist, and watch the resources of your PCs. If they struggle and you are sitting on a lot of Fear, consider using softer moves than detailed in the environment, or set up complications outside the Scrapyard (e.g. summoning adversaries outside), or ones that the party has to face afterwards (e.g. trouble with the merchant/guards).

Bountiful Scrapyard

Tier 1 Traversal

An unkempt scrapyard full of sharp edges and cast aside gadgets

Impulses: Looking For Something?, Shiny Loot!, Watch Your Step, Intruder Alert

Difficulty: 13

Potential Adversaries: Construct, Swarm of Rats, Giant Rat, Glass Snake, Green Ooze, Merchant

Features

Spare Part - Passive: If the party is looking for a specific McGuffin, start a Countdown (6). When triggered, they find the intact McGuffin, can take it unnoticed, and leave. Advance the Countdown as follows:

Critical Success: Tick down 3

Success with Hope: Tick down 2

Success with Fear: Tick down 1

Failure with Hope: Tick up 1

Failure with Fear: Tick up 2

Spend a Fear: Tick up 1 (maximum uses: 3)

If the Countdown reaches 12, the party was spotted by the angered owner (i.e. Merchant), who activates the feature "Alarm System"; each PC loses a Hope. If they have no Hope, they must mark a Stress or a Hit Point.

  • What are you looking for?
It's Across There - Passive: Whenever a PC wants to move to a location beyond Close range, they must make an Agility Roll. If two or more move together, use a group action roll. They always reach their intended location. Depending on the outcome of the roll, the following happens additionally:

Critical Success: no damage; you may trigger the feature "One Man's Trash..." for each PC

Success with Hope: no damage; you may trigger the feature "One Man's Trash..." once

Success with Fear: no damage; the PC leading the action must mark a stress

Failure with Hope: each PC takes 1d8 physical damage

Failure with Fear: each PC takes 1d8 physical damage and is temporarily Vulnerable

  • Why is the party here?
  • Do you need permission to be here?
  • Is something catching their eye?
It's Alive! - Action: Spend two Fear to activate a decommissioned Construct in Far range.

Alternatively, summon a number of Giant Rats, Swarm of Rats, Green Ooze, and/or Glass Snake.

One Man's Trash... - Reaction: While traversing with a Success with Hope, PCs can spend a Hope to find loot in the junk. They can mark a Stress to discard their found loot in favor of a different one. Examples:
  • Premium Bedroll

  • Alistair's Torch

  • Snap Powder

  • Varik Leaves

  • Health Potion

  • Stamina Potion

  • Unstable Arcane Shard

  • Valorstone

  • Speaking Orbs

  • Reinforcement Patch (homebrew)

  • Flickerstone (homebrew)

  • What other trinkets are trapped in the trash?
Alarm System - Reaction: Sirens are blaring, electric fences activated, and derelict equipment sparks from haywire conduits. All action rolls within the Scrapyard have disadvantage and PCs cannot become Cloaked or Hidden.

Start a Countdown (Loop [#PCs]). On every action roll, tick down 1. When triggered, a PC must either mark a Stress, an HP, an Armor Slot, or lose a Hope.

You may spend a Fear to trip a PC, requiring an action roll to get back on their feet.

  • Why is this heavily secured?

Discussion

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