Dangerous Hallway
Designed by
Environment overview
A hallway full of traps. Players designate a PC to be Leader at the front of the group.
Potential adversaries
Features
Passives
passive-
Passage of Time
When entering this environment, begin a Countdown (5). Adjust it after each Action roll.
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Critical Success: +3 Countdown
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Success with Hope: +2 Countdown
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Success with Fear: -1 Countdown
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Failure with Hope: -1 Countdown
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Failure with Fear: -2 Countdown
When it reaches 0, immediately activate the Narrowing Passage Reaction.
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Actions
action-
Flaming JetsFear 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.
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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
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.
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.
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?
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?
Dangerous Hallway
A hallway full of traps. Players designate a PC to be Leader at the front of the group.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Dangerous Hallway Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.