Crime Lord’s Warehouse
At a glance
Environment overview
Crime Lord's warehouse full of traps and treasures.
Potential adversaries
Features
Passives
passive-
Busted!
Start a Progress Countdown (6). Whenever a player rolls with fear tick it down, whenever a player fails the roll also tick it down.
On zero summon:
- 1 Pirate Captain and 2 Pirate Tough at the main entrance.
- 2 Jagged Knife Sniper on dim elevated areas above the players.Questions- The longer we stall here, the higher the chances we get caught!
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Locked Doors
All doors including the main gates are locked. A player must succeed a Finesse roll to open it or Strength roll to bust in open.
Main entrance door can be safely opened from the inside.
Questions- Why can't they just keep everything open?
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Roof Access
The warehouse roof has one glass window which is slightly open. A PC who succeeds an Agility roll can climb on the roof. A rope and successful Strength roll is require for each PC who is climbing down through the roof window unless they can avoid fall damage.
Questions- Can we climb over there?
Actions
actionReactions
reaction-
Wire Traps
When a PC is trying to open a trapped door they must succeed a reaction Agility roll to avoid 1d6+2 phy from a hidden crossbow bolt.
Questions- Wait, what's that sound?
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Trapped Windows
Whenever a PC enter the room via a window and steps on the floor right below, they must succeed a reaction Agility roll to avoid 1d8+2 phy damage from spikes.
Questions- YEEEEEOOOOW!
About this environment
This warehouse owned by a Crime Lord is full of traps. Will the heroes be able to avoid traps and find hidden treasures before pirates catch them?
Crime Lord’s Warehouse
Tier 1 Exploration
Crime Lord's warehouse full of traps and treasures.
Impulses: Dark, Trapped, Wet, Old, Rusty
Difficulty: 12
Potential Adversaries: Pirate Captain, Pirate Tough, Jagged Knife Sniper
Features
Busted! - Passive: Start a Progress Countdown (6). Whenever a player rolls with fear tick it down, whenever a player fails the roll also tick it down.
On zero summon:
- 1 Pirate Captain and 2 Pirate Tough at the main entrance.
- 2 Jagged Knife Sniper on dim elevated areas above the players.
- The longer we stall here, the higher the chances we get caught!
Locked Doors - Passive: All doors including the main gates are locked. A player must succeed a Finesse roll to open it or Strength roll to bust in open.
Main entrance door can be safely opened from the inside.
- Why can't they just keep everything open?
Roof Access - Passive: The warehouse roof has one glass window which is slightly open. A PC who succeeds an Agility roll can climb on the roof. A rope and successful Strength roll is require for each PC who is climbing down through the roof window unless they can avoid fall damage.
- Can we climb over there?
Wire Traps - Reaction: When a PC is trying to open a trapped door they must succeed a reaction Agility roll to avoid 1d6+2 phy from a hidden crossbow bolt.
- Wait, what's that sound?
Trapped Windows - Reaction: Whenever a PC enter the room via a window and steps on the floor right below, they must succeed a reaction Agility roll to avoid 1d8+2 phy damage from spikes.
- YEEEEEOOOOW!
Crime Lord’s Warehouse
This warehouse owned by a Crime Lord is full of traps. Will the heroes be able to avoid traps and find hidden treasures before pirates catch them?
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Crime Lord’s Warehouse 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
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Remember to be respectful. Comments are moderated and should add to the discussion.