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Infiltration of the Sweatshops

Environments Designed by Maximilian Müller

At a glance

Tier
2
Type
Exploration
Difficulty
14
Impulses
stay hidden

Environment overview

The PCs are trying to infiltrate the Sweatshops, a prison like place where the inhabitants are forced to work constantly.

Potential adversaries

Features

Passives

passive
  • Heightening Tensions

    Assuming that the PCs don't do anything that immediately draws the attention of the guards, such as openly revealing themselves, the environment uses the following 4 Consequence Countdowns to illustrate the tension of the scene.

    Each countdown has narrative consequences but also increases the difficulty of the environment by +2.

    • Consequence Countdown (4): Once completed, the guards are suspicious that something is wrong. Increase the difficult of this environment by +2.

    • Consequence Countdown (4): Once completed, the guards are alarmed and triggerhappy. Increase the difficulty of this environment by +2.

    • Consequence Countdown (4): Once completed, the guards are actively searching for the PCs. Increase the difficulty of this environment by +2.

    • Consequence Countdown (4): Once completed, reinforcements arrive.

    Questions
    • How do the guards react to each consequence?
    • How do the PCs try to mitigate the consequence?
  • We have prepared for this!

    Before the actual infiltration starts, have each PC describe how they prepare for the action. Have them roll an appropriate roll:

    • Critical Success: They gain 3 Infiltration Tokens

    • Success with Hope: They gain 2 Infiltration Tokens

    • Success with Fear: They gain 1 Infiltration Token

    • Failure with Hope: No consequences

    • Failure with Fear: The GM gains 1 Fear as usual

    Later, during the infiltration, they can spend 1 Infiltration Token to describe how they have prepared for an unforeseen complication. The preparation should relate to the preparation that earned them the Infiltration Token in the first place.

  • Planning the Infiltration

    The following weakpoints in the system or structure can be discovered with appropriate Instinct, Presence or Knowledge Rolls:

    • Entry through the canalisation or the roof

    • The windows are barred but some seem rusty and some guards talk about how some of the older wings need repair

    • The guards can be bribed as long as it is for something mundane

    • There are regular supplier entering the facility with wagons

    • There are regular prisoner shipments in prison cages on wagons

    • The local thieves guild controls one of the wings and functions separate from the actual prison

Actions

action
  • Unexpected Patrol
    Fear 1

    Spend a Fear to have a group of guardsmen arrive at the Sweatshops that start patrolling the area.

  • End of the Shift

    A large iron bell signals the end of the current work shift. While the prisoners never leave their respective prison wings, there is a lot of commotion within the individual wing.

Reactions

reaction

About this environment

THIS IS STILL WORK IN PROGRESS, I JUST MADE IT PUBLIC SO I CAN SHARE IT

Infiltration of the Sweatshops

Tier 2 Exploration

The PCs are trying to infiltrate the Sweatshops, a prison like place where the inhabitants are forced to work constantly.

Impulses: stay hidden

Difficulty: 14

Potential Adversaries:

Features

Heightening Tensions - Passive: Assuming that the PCs don't do anything that immediately draws the attention of the guards, such as openly revealing themselves, the environment uses the following 4 Consequence Countdowns to illustrate the tension of the scene.

Each countdown has narrative consequences but also increases the difficulty of the environment by +2.

  • Consequence Countdown (4): Once completed, the guards are suspicious that something is wrong. Increase the difficult of this environment by +2.

  • Consequence Countdown (4): Once completed, the guards are alarmed and triggerhappy. Increase the difficulty of this environment by +2.

  • Consequence Countdown (4): Once completed, the guards are actively searching for the PCs. Increase the difficulty of this environment by +2.

  • Consequence Countdown (4): Once completed, reinforcements arrive.

  1. How do the guards react to each consequence?
  2. How do the PCs try to mitigate the consequence?
We have prepared for this! - Passive: Before the actual infiltration starts, have each PC describe how they prepare for the action. Have them roll an appropriate roll:
  • Critical Success: They gain 3 Infiltration Tokens

  • Success with Hope: They gain 2 Infiltration Tokens

  • Success with Fear: They gain 1 Infiltration Token

  • Failure with Hope: No consequences

  • Failure with Fear: The GM gains 1 Fear as usual

Later, during the infiltration, they can spend 1 Infiltration Token to describe how they have prepared for an unforeseen complication. The preparation should relate to the preparation that earned them the Infiltration Token in the first place.

Planning the Infiltration - Passive: The following weakpoints in the system or structure can be discovered with appropriate Instinct, Presence or Knowledge Rolls:
  • Entry through the canalisation or the roof

  • The windows are barred but some seem rusty and some guards talk about how some of the older wings need repair

  • The guards can be bribed as long as it is for something mundane

  • There are regular supplier entering the facility with wagons

  • There are regular prisoner shipments in prison cages on wagons

  • The local thieves guild controls one of the wings and functions separate from the actual prison

Unexpected Patrol - Action: Spend a Fear to have a group of guardsmen arrive at the Sweatshops that start patrolling the area.
End of the Shift - Action: A large iron bell signals the end of the current work shift. While the prisoners never leave their respective prison wings, there is a lot of commotion within the individual wing.

Discussion

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