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Battle against the Expanse Beast

Tier
2
Type
Event
Difficulty
14
Impulses
Cause chaos Rescue travellers Survive the sludge

Environment overview

Dangers escalate at the gate, save the attacked travellers!

Potential adversaries

Expanse Beast Expanse Tentacles

Features

Passives

passive
  • The Red Expanse

    The red waves surge against the Well Gate, crashing higher and harder with every pulse of the storm. Acidic sludge pounds the stone walls, but the Order holds, sisters weave shields from the battlements as they have for centuries during the annual tides. A PC that steps into the Red Sludge to either side of the path must succeed on an Agility or Strength Roll to move at all, and can only go up to Close range on a success. On a failure, the PC can't move and also takes 1d10+1 physical damage. If an adversary is within Melee range of them, they must mark a Stress to make an Agility Roll to move.

    Questions
    • Do you risk moving into the dangerous red sludge to save friends or strangers?
    • Where does this acidic expanse really come from?
  • Save the Travellers

    Consequence Countdown (3). As soon as the scene starts, active 5 of these countdowns, one for each traveller in danger. The travellers are near death, barely able to crawl, their robes dissolved into tatters, skin sloughing from bone in places. Acid burns and open sores cover them; each is little more than a husk clinging to life. A PC can help only one traveller at a time and must make a successful Action Roll, Domain or Trait abilities to help the travellers get to safety.
    - On a Critical Success or something is used that would heal a targets HP, increase the countdown by 1.
    - On a failure or roll with Fear, the countdown ticks down by 1.
    - If the traveller would take any damage from something, the countdown ticks down by 1.
    When it triggers, the traveller dies. If the PC gets the traveller passed the gate, the countdown ends with no effect as the traveller is safe.
    Additionally, as long as a traveller is not Restrained by an Expanse Tentacle, a PC can use their spotlight to spend 2 Hope to call on the Sister Sparrows to fly in and carry a traveller, within Melee range of them, to safety.

    Questions
    • How do you help these poor people to safety?
    • How do you feel when one of them dies before you can help them?

Actions

action
  • Surging Tides

    Spend a Fear to cause the storm to the rage and incite The Red Tide causing it to crash across the road and slams into the Gate. All PCs must make an Agility Reaction Roll to brace themselves. If a PC is helping a traveller, they can choose to make the roll with disadvantage, protecting them from harm.
    - On a failure, a PC takes 2d10+2 physical damage and lose a Hope. If the PC can't lose a Hope they mark a Stress instead.
    - On a success, a PC takes half damage.
    - On a success with Fear, a PC must also mark a Stress.

    Questions
    • How do you react as this red sludge slams into you?
    • How do you save the travellers from this?
  • Too Many Tentacles

    Spend 2 Fear to summon 1 Expanse Tentacle within Far range of the Expanse Beast.

    Questions
    • How do you feel when more rise form the muck?
    • Do you focus on the Tentacles or the Beast first?

Reactions

reaction
  • Gifts of the Goddess

    Countdown (5). When a PC attempts to help a traveller for the first time, start this countdown. Each time a traveller dies or is successfully brought to safety, the countdown ticks down by 1. When it triggers, a radiant surge comes out of the Well as the Goddess bestows her gifts. Depending on how many travellers where saved the following benefits are given to each PC;
    - All 5. Each PC immediately clears all Stress and HP, gains 2 Hope, and recovers 1 Sanity Point. Every PC gains advantage on all Action Rolls until the end of the scene.
    - 3-4. Each PC rolls their Hope die clears an amount of HP or Stress equal to the value rolled (divide the Hope Die value between Hit Points and Stress however you’d prefer), gains 2 Hope and recovers 1 Sanity Point. The next Action Roll the PC rolls is made at advantage until the end of the scene.
    - 1-2. Each PC clears 1 Stress or HP and gains 1 Hope.
    - None. Each PC gains 1 Hope.

    Questions
    • How do you react being noticed by one of the Gods?
    • What does it feel like having this radiant wave of energy empower you?

About this environment

The Red Wave thrashes harder and harder against the walls, but crawling pilgrims are caught in the beast’s grasp, its writhing tentacles pinning them against the path. The storm rages above as lightning feeds its body with raw fury.

This is not a battle of attrition, it is a dance of survival and triage. The party must cut down the tentacles, save as many pilgrims as possible, and withstand the storm until the beast retreats back into the Expanse or is destroyed.

Battle against the Expanse Beast

Tier 2 Event

Dangers escalate at the gate, save the attacked travellers!

Impulses: Cause chaos, Rescue travellers, Survive the sludge

Difficulty: 14

Potential Adversaries: Expanse Beast, Expanse Tentacles

Features

The Red Expanse - Passive: The red waves surge against the Well Gate, crashing higher and harder with every pulse of the storm. Acidic sludge pounds the stone walls, but the Order holds, sisters weave shields from the battlements as they have for centuries during the annual tides. A PC that steps into the Red Sludge to either side of the path must succeed on an Agility or Strength Roll to move at all, and can only go up to Close range on a success. On a failure, the PC can't move and also takes 1d10+1 physical damage. If an adversary is within Melee range of them, they must mark a Stress to make an Agility Roll to move.
  1. Do you risk moving into the dangerous red sludge to save friends or strangers?
  2. Where does this acidic expanse really come from?
Save the Travellers - Passive: Consequence Countdown (3). As soon as the scene starts, active 5 of these countdowns, one for each traveller in danger. The travellers are near death, barely able to crawl, their robes dissolved into tatters, skin sloughing from bone in places. Acid burns and open sores cover them; each is little more than a husk clinging to life. A PC can help only one traveller at a time and must make a successful Action Roll, Domain or Trait abilities to help the travellers get to safety. - On a Critical Success or something is used that would heal a targets HP, increase the countdown by 1. - On a failure or roll with Fear, the countdown ticks down by 1. - If the traveller would take any damage from something, the countdown ticks down by 1. When it triggers, the traveller dies. If the PC gets the traveller passed the gate, the countdown ends with no effect as the traveller is safe. Additionally, as long as a traveller is not Restrained by an Expanse Tentacle, a PC can use their spotlight to spend 2 Hope to call on the Sister Sparrows to fly in and carry a traveller, within Melee range of them, to safety.
  1. How do you help these poor people to safety?
  2. How do you feel when one of them dies before you can help them?
Surging Tides - Action: Spend a Fear to cause the storm to the rage and incite The Red Tide causing it to crash across the road and slams into the Gate. All PCs must make an Agility Reaction Roll to brace themselves. If a PC is helping a traveller, they can choose to make the roll with disadvantage, protecting them from harm. - On a failure, a PC takes 2d10+2 physical damage and lose a Hope. If the PC can't lose a Hope they mark a Stress instead. - On a success, a PC takes half damage. - On a success with Fear, a PC must also mark a Stress.
  1. How do you react as this red sludge slams into you?
  2. How do you save the travellers from this?
Too Many Tentacles - Action: Spend 2 Fear to summon 1 Expanse Tentacle within Far range of the Expanse Beast.
  1. How do you feel when more rise form the muck?
  2. Do you focus on the Tentacles or the Beast first?
Gifts of the Goddess - Reaction: Countdown (5). When a PC attempts to help a traveller for the first time, start this countdown. Each time a traveller dies or is successfully brought to safety, the countdown ticks down by 1. When it triggers, a radiant surge comes out of the Well as the Goddess bestows her gifts. Depending on how many travellers where saved the following benefits are given to each PC; - All 5. Each PC immediately clears all Stress and HP, gains 2 Hope, and recovers 1 Sanity Point. Every PC gains advantage on all Action Rolls until the end of the scene. - 3-4. Each PC rolls their Hope die clears an amount of HP or Stress equal to the value rolled (divide the Hope Die value between Hit Points and Stress however you’d prefer), gains 2 Hope and recovers 1 Sanity Point. The next Action Roll the PC rolls is made at advantage until the end of the scene. - 1-2. Each PC clears 1 Stress or HP and gains 1 Hope. - None. Each PC gains 1 Hope.
  1. How do you react being noticed by one of the Gods?
  2. What does it feel like having this radiant wave of energy empower you?

Discussion

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