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The Goddess’ Chest

Environments Designed by Vennex89

At a glance

Tier
3
Type
Social
Difficulty
17
Impulses
Greed Secrecy Power

Environment overview

An underground pirate city with domesticated dinosaurs and giant insects.

Potential adversaries

Pirates Ferocious dinosaurs Giant beetles Thieves Prehistoric fauna

Features

Passives

passive
  • "Arrrr Matey!!!"

    Whenever PCs are asked or required to make a roll when interacting with pirate NPCs in the Goddess' Chest, if they do so using a pirate accent they may make that roll with Advantage. However, NPCs that fail to use a pirate accent during an interaction with a pirate NPC must roll with Disadvantage.

  • Parley

    Whenever the PCs are in a difficult spot thematically with pirate NPCs, if they claim "Parley" they may make a group Presence reaction roll to see if they are able to convince the surrounding pirate NPCs to stop all hostilities and bring the PCs to the nearest captain in charge without harm.

Actions

action
  • Loot That Body
    Fear 1

    Spend a Fear to have a PC choose a moderately rare item from their inventory. Then have them make an Instinct roll to see if they notice an unsuspecting thief stealing it from them.

    - Success with Hope: The PC catches the thief in the act and prevent them from stealing anything
    - Success with Fear: The PC catches the thief in the act and prevent them from stealing the item, but they ended up stealing - 1d4 handfuls of gold before they noticed.
    - Failure with Hope: The PC manages to notice the thief right after their item and 1d4 handfuls of gold were stolen.
    - Failure with Fear: At some point, the PC realizes that an important item and 1d4 handfuls of gold went missing.

  • Stand-off!
    Fear 1

    Spend a Fear to cause a debt or disagreement to ensue between a local pirate and the PC with the lowest Presence that cannot be solved amicably. Following the Pirate Code, the local pirate calls for a stand-off to settle things once and for all.

    Stand-Off:
    The Stand-Off ends as soon as blood is drawn. The PC and the local pirate are both given pistols with 1 bullet. Each takes 10 steps apart and then turn and shoot. The PC makes either a Finesse or Instinct roll. If the PC has never used a gun, they roll with Disadvantage.

    - Success with Hope: The PC draws blood with the bullet without killing the local pirate. The debt or disagreements ends in favor of the PC.
    - Success with Fear: The PC hits the pirate and rolls 3d12 damage. The debt or disagreements ends in favor of the PC.
    - Any failure:
    The local pirate makes an attack roll against the PC. On a successful hit, the PC takes 3d12 damage.

    If neither the PC nor the pirate hit, the pistols are discarded and swords are drawn.

    Unlike normal spotlighting, both the PC and the pirate roll to attack at the same time. If the PC hits the pirate, you may Spend a Fear to parry that attack. If the pirate hits the PC, the PC may mark 2 Stress to parry. The PC and the pirate then continue make attack rolls until one of them succeeds without being parried.

    If the pirate wins the stand-off, the debt or disagreement must be repaid or resolved. If the PC fails to repay or resolve the debt or disagreement, immediately gain 5 fear and spotlight 1d4 Tier 3 adversaries who saw the injustice occur.

Reactions

reaction

About this environment

The Goddess’ Chest is located in a large cavity underground with many winding tunnels and caves going deep into the earth.

On the surface of Atheria right above the Goddess’ Chest floats a large body of fresh water, like a blanket covering and protecting the city.

A seam in the blanket of water pours out into a beautifully large waterfall, providing life to the cavity and caves beneath.

The only known entrances to the Goddess’ Chest is either coming through the blanket of water above the city or through the hidden rift from the mana plane that opens behind the waterfall.

This created a safe haven from enemies and intruders.

The Goddess’ Chest

Tier 3 Social

An underground pirate city with domesticated dinosaurs and giant insects.

Impulses: Greed, Secrecy, Power

Difficulty: 17

Potential Adversaries: Pirates, Ferocious dinosaurs, Giant beetles, Thieves, Prehistoric fauna

Features

"Arrrr Matey!!!" - Passive: Whenever PCs are asked or required to make a roll when interacting with pirate NPCs in the Goddess' Chest, if they do so using a pirate accent they may make that roll with Advantage. However, NPCs that fail to use a pirate accent during an interaction with a pirate NPC must roll with Disadvantage.

Parley - Passive: Whenever the PCs are in a difficult spot thematically with pirate NPCs, if they claim "Parley" they may make a group Presence reaction roll to see if they are able to convince the surrounding pirate NPCs to stop all hostilities and bring the PCs to the nearest captain in charge without harm.

Loot That Body - Action: Spend a Fear to have a PC choose a moderately rare item from their inventory. Then have them make an Instinct roll to see if they notice an unsuspecting thief stealing it from them.

- Success with Hope: The PC catches the thief in the act and prevent them from stealing anything
- Success with Fear: The PC catches the thief in the act and prevent them from stealing the item, but they ended up stealing - 1d4 handfuls of gold before they noticed.
- Failure with Hope: The PC manages to notice the thief right after their item and 1d4 handfuls of gold were stolen.
- Failure with Fear: At some point, the PC realizes that an important item and 1d4 handfuls of gold went missing.

Stand-off! - Action: Spend a Fear to cause a debt or disagreement to ensue between a local pirate and the PC with the lowest Presence that cannot be solved amicably. Following the Pirate Code, the local pirate calls for a stand-off to settle things once and for all.

Stand-Off:
The Stand-Off ends as soon as blood is drawn. The PC and the local pirate are both given pistols with 1 bullet. Each takes 10 steps apart and then turn and shoot. The PC makes either a Finesse or Instinct roll. If the PC has never used a gun, they roll with Disadvantage.

- Success with Hope: The PC draws blood with the bullet without killing the local pirate. The debt or disagreements ends in favor of the PC.
- Success with Fear: The PC hits the pirate and rolls 3d12 damage. The debt or disagreements ends in favor of the PC.
- Any failure:
The local pirate makes an attack roll against the PC. On a successful hit, the PC takes 3d12 damage.

If neither the PC nor the pirate hit, the pistols are discarded and swords are drawn.

Unlike normal spotlighting, both the PC and the pirate roll to attack at the same time. If the PC hits the pirate, you may Spend a Fear to parry that attack. If the pirate hits the PC, the PC may mark 2 Stress to parry. The PC and the pirate then continue make attack rolls until one of them succeeds without being parried.

If the pirate wins the stand-off, the debt or disagreement must be repaid or resolved. If the PC fails to repay or resolve the debt or disagreement, immediately gain 5 fear and spotlight 1d4 Tier 3 adversaries who saw the injustice occur.

Discussion

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