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Boat Escape

Tier
1
Type
Traversal
Difficulty
11
Impulses
Escape

Environment overview

PCs are escaping by boat through the Great Lyme River.

Potential adversaries

Features

Passives

passive
  • Don't Fall!

    Whenenver a PC rolls a failure with Fear, they must make an Agility Reaction Roll or fall into the water.

    Questions
    • What happens when they fall?
  • Threat in the Water

    As the scene starts, introduce 3 Mar-Eels (Glass Snakes reflavoured) that have taken interest in the PCs in the small rudderboat. Each individual eel will flee if it reaches 2 HP or less.

    Additionally, add a Consequence Countdown (5). Advance the countdown when a PC makes an Action Roll based on the following:

    - Critical Succes/Success with Hope/Success with Fear: Nothing happens
    - Failure with Hope: Consequence countdown ticks down by 1
    - Failure with Fear: Consequence countdown ticks down by 2

    If the countdown reaches 0, the boat capsizes as the snakes have successfully destroyed it. If the eels are dead or have escaped, the countdown is resolved.

Actions

action
  • Dodge the Ferry!

    Have the PCs roll a group Instinct Roll as the boat has crossed path with a chain ferry. Based on the roll the following happens:
    - On a successful group roll: The players notice the chain ferry in time
    - On a failed group roll: The players do not notice the chain ferry and have disadvantage on the following roll

    The navigator of the boat has to make a Strength Reaction Roll, otherwise the chain ferry crashes into the boat, destroying it in the process. If a PC failed this roll, they take 1d8+3 physical damage.

    Use this feature only once.

  • Cry of the Wallow Whale
    Fear 1

    Spend a Fear to have a massive Wallow Whale (non-combatant whale) cross the path of the boat. Everyone on the boat must make an Agility Reaction Roll or fall into the water.

Reactions

reaction
  • The Lure in the Water

    As a reaction to a player failing a roll with fear, spend a Fear to introduce a Lyme Angler to the scene at far distance as it emerges out of the murky water.

About this environment

PCs are escaping by boat through the Great Lyme River. An environment heavily inspired by the settings book The Blight by Frog God Games. See here: https://www.froggodgames.com/products/15634?srsltid=AfmBOopNWSfpVeDR5MqXTbCQBAu-GZpUZNS4Xk3ZW6a50PJyu1HY6_jE

The Lyme Angler can be found here: https://heartofdaggers.com/homebrew/adversaries/lyme-angler/

Boat Escape

Tier 1 Traversal

PCs are escaping by boat through the Great Lyme River.

Impulses: Escape

Difficulty: 11

Potential Adversaries:

Features

Don't Fall! - Passive: Whenenver a PC rolls a failure with Fear, they must make an Agility Reaction Roll or fall into the water.
  • What happens when they fall?
Threat in the Water - Passive: As the scene starts, introduce 3 Mar-Eels (Glass Snakes reflavoured) that have taken interest in the PCs in the small rudderboat. Each individual eel will flee if it reaches 2 HP or less. Additionally, add a Consequence Countdown (5). Advance the countdown when a PC makes an Action Roll based on the following: - Critical Succes/Success with Hope/Success with Fear: Nothing happens - Failure with Hope: Consequence countdown ticks down by 1 - Failure with Fear: Consequence countdown ticks down by 2 If the countdown reaches 0, the boat capsizes as the snakes have successfully destroyed it. If the eels are dead or have escaped, the countdown is resolved.
Dodge the Ferry! - Action: Have the PCs roll a group Instinct Roll as the boat has crossed path with a chain ferry. Based on the roll the following happens: - On a successful group roll: The players notice the chain ferry in time - On a failed group roll: The players do not notice the chain ferry and have disadvantage on the following roll The navigator of the boat has to make a Strength Reaction Roll, otherwise the chain ferry crashes into the boat, destroying it in the process. If a PC failed this roll, they take 1d8+3 physical damage. Use this feature only once.
Cry of the Wallow Whale - Action: Spend a Fear to have a massive Wallow Whale (non-combatant whale) cross the path of the boat. Everyone on the boat must make an Agility Reaction Roll or fall into the water.
The Lure in the Water - Reaction: As a reaction to a player failing a roll with fear, spend a Fear to introduce a Lyme Angler to the scene at far distance as it emerges out of the murky water.

Discussion

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