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Dangerous Hallway

Tier
2
Type
Traversal
Difficulty
14
Impulses
Prevent Access Punish Intruders

Environment overview

A hallway full of traps. Players designate a PC to be Leader at the front of the group.

Potential adversaries

tiny green ooze tiny red ooze swarm of rats

Features

Passives

passive
  • Passage of Time

    When entering this environment, begin a Countdown (5). Adjust it after each Action roll.

    • Critical Success: +3 Countdown

    • Success with Hope: +2 Countdown

    • Success with Fear: -1 Countdown

    • Failure with Hope: -1 Countdown

    • Failure with Fear: -2 Countdown

    When it reaches 0, immediately activate the Narrowing Passage Reaction.

Actions

action
  • Flaming Jets
    Fear 1

    Trigger: Tripwire

    Test: The Leader must make an Instinct Reaction roll to detect the tripwire at their feet. On a success, they pull back from tripping it just in time.

    Activation: On a failure, spend a Fear to have two jets of flame spit out from each side of the hallway. The Leader takes 1d6+5 direct magic damage as they stumble forward.

  • Piercing Spears

    Trigger: Ancient Rune

    Test: All PCs with a Spellcast trait must make a Spellcast roll. PCs who succeed sense a magical trap ahead.

    Activation: On a failure, the trap activates as Spears begin to clatter down from the ceiling behind them, each one getting closer. If they don't avoid it in time, they must mark an Armor Slot without gaining its benefit.

    Questions
    • How do you attempt to protect yourself?

Reactions

reaction
  • Narrowing Passage

    Trigger: Passage of Time reaches 0.

    Test: All PCs must make a Finesse or Agility Reaction roll to escape the hallway they are currently in. Other Actions can also be attempted.

    Activation: PCs who fail barely make it out and must mark a Stress.

    Questions
    • The hallway begins to narrow. What do you do?

About this environment

A hallway full of traps. Players designate a PC to be Leader at the front of the group.

Dangerous Hallway

Tier 2 Traversal

A hallway full of traps. Players designate a PC to be Leader at the front of the group.

Impulses: Prevent Access, Punish Intruders

Difficulty: 14

Potential Adversaries: tiny green ooze, tiny red ooze, swarm of rats

Features

Passage of Time - Passive: When entering this environment, begin a Countdown (5). Adjust it after each Action roll.
  • Critical Success: +3 Countdown

  • Success with Hope: +2 Countdown

  • Success with Fear: -1 Countdown

  • Failure with Hope: -1 Countdown

  • Failure with Fear: -2 Countdown

When it reaches 0, immediately activate the Narrowing Passage Reaction.

Flaming Jets - Action:

Trigger: Tripwire

Test: The Leader must make an Instinct Reaction roll to detect the tripwire at their feet. On a success, they pull back from tripping it just in time.

Activation: On a failure, spend a Fear to have two jets of flame spit out from each side of the hallway. The Leader takes 1d6+5 direct magic damage as they stumble forward.

Piercing Spears - Action:

Trigger: Ancient Rune

Test: All PCs with a Spellcast trait must make a Spellcast roll. PCs who succeed sense a magical trap ahead.

Activation: On a failure, the trap activates as Spears begin to clatter down from the ceiling behind them, each one getting closer. If they don't avoid it in time, they must mark an Armor Slot without gaining its benefit.

  • How do you attempt to protect yourself?
Narrowing Passage - Reaction:

Trigger: Passage of Time reaches 0.

Test: All PCs must make a Finesse or Agility Reaction roll to escape the hallway they are currently in. Other Actions can also be attempted.

Activation: PCs who fail barely make it out and must mark a Stress.

  • The hallway begins to narrow. What do you do?

Discussion

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