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The Black Sap Exchange

Tier
2
Type
Social
Difficulty
14
Impulses
feeds off the violence, drains vitality using sap

Environment overview

A syndicate run fight club and arena, hidden inside and under the petrified body of a fallen massive treant

Potential adversaries

Dockside thugs, gamblers, assassins, syndicate thugs, withered animals, corrupt enforcers and brawlers

Features

Passives

passive
  • Sapping sap

    Areas of the floor leak sticky, necrotic resin. Stepping here requires an Agility Roll. Failure is being slowed or losing 1 Stress as the Sap "harvests" player vitality.

Actions

action
  • Root Spasm
    Fear 1

    The petrified floor lurches, all PCs must make a Strength reaction roll or be knocked prone. Spotlight shifts to GM adversaries, who can now strike at downed targets.

  • Phasing Shadows
    Fear 2

    The dim bioluminescent light flickers out completely for a moment. All adversaries granted Hidden status, or Advantage on their next attack roll.

  • Hollow Harvest
    Fear 2

    Spend fear to activate the arena's central "drain". The petrified wood pulses and every PC in the pit of the arena must make an Instinct reaction roll. Failure they must mark 1 HP of dmg as the arena itself "feeds" on the violence of the match.

Reactions

reaction
  • Sap Leak
    Fear 1

    When PCs move into a new area a petrified vein overhead cracks, pouring sticky, necrotic black sap onto them. PC makes Agility reaction roll or become restrained and mark 1 Stress as the sap drains their vitality. *In Pitt, sap can ooze upward.

About this environment

Entrance to The Black Sap Exchange is found within The Bilge-Root Tavern & Flophouse near the roots of The Port of The Hollow God. In a dark corner of the hold, behind a stack of water-damaged barrels is a heavy iron gate that leads into a hollowed-out “capillary” of the treant. As PCs descend, the rotting wood turns to cold, obsidian-like petrified root, with glowing veins of bioluminescent lichen and mushrooms. The first area the PCs enter is The Rot-Market, the smallest area just before the “capillary” tunnel meets the trunk.
*The Rot-Market; Small stalls are tucked into natural knots in the wood. Vendors sell Illicit good like “Withered Vials”(potions that deal extra dmg at the cost of the user’s Stress), and “Betting Beads”(bioluminescent beads that change color based on the current odds).
*Bookie Row (Ledger Roots); This area overlooks the arena on elevated platforms of lashed-together driftwood and bone. Large stone slates are bolted to the petrified walls, with syndicate clerks frantically chalking and erasing numbers. PCs can use Presence or knowledge rolls to “work the crowd” or identify a rigged match before it starts.
*The Black Sap Arena (The Pitt); A 40-ft wide circular depression made of a thick semi-transparent layer of petrified sap, that acts like slippery glass. Can use fear to allow “Sap Leak” to ooze upward. Spectators in the raised structures cheering and throwing coins and or trash into the pit.
*The Pruning Rooms; Fighters are held in small, alcove-like cavities carved directly into the dark obsidian-like walls. There are racks of rusted weapons and jars of “Wither-salve”(a gritty ointment that numbs pain but leaves a faint necrotic itch), and stains of old blood mixed with black sap. This would be where any animals, even withered, would be caged.

The Black Sap Exchange

Tier 2 Social

A syndicate run fight club and arena, hidden inside and under the petrified body of a fallen massive treant

Impulses: feeds off the violence, drains vitality using sap

Difficulty: 14

Potential Adversaries: Dockside thugs, gamblers, assassins, syndicate thugs, withered animals, corrupt enforcers and brawlers

Features

Sapping sap - Passive: Areas of the floor leak sticky, necrotic resin. Stepping here requires an Agility Roll. Failure is being slowed or losing 1 Stress as the Sap "harvests" player vitality.
Root Spasm - Action: The petrified floor lurches, all PCs must make a Strength reaction roll or be knocked prone. Spotlight shifts to GM adversaries, who can now strike at downed targets.
Phasing Shadows - Action: The dim bioluminescent light flickers out completely for a moment. All adversaries granted Hidden status, or Advantage on their next attack roll.
Hollow Harvest - Action: Spend fear to activate the arena's central "drain". The petrified wood pulses and every PC in the pit of the arena must make an Instinct reaction roll. Failure they must mark 1 HP of dmg as the arena itself "feeds" on the violence of the match.
Sap Leak - Reaction: When PCs move into a new area a petrified vein overhead cracks, pouring sticky, necrotic black sap onto them. PC makes Agility reaction roll or become restrained and mark 1 Stress as the sap drains their vitality. *In Pitt, sap can ooze upward.

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