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Innocuous Waystation

Tier
1
Type
Exploration
Difficulty
11
Impulses
Offer respite Ensnare the unwary House coal and rituals

Environment overview

A place of refuge for all sorts.

Potential adversaries

Pale Wind Boss Dire Cultist

Features

Passives

passive
  • Not What It Appears

    The waystation is a well-known spot where the inhabitants of the area stop for food, supplies, or just a bit of time somewhere warm. However, the Pale Wind has recently started using it as a base of operations.

    Upon entering the waystation, a PC can make an Instinct Roll to realize something isn’t right. On a success with Hope, learn all three pieces of information. On a success with Fear, learn two. On a failure, the PC can choose to mark a Stress to learn one.

    • The innkeeper is worried for you, not themselves.

    • The patrons in the main room are clearly not from around here, but there weren’t any carts or mounts outside.

    • One of the patrons is wearing a ring with the Pale Wind sigil on it.

    Questions
    • How do the Pale Wind determine if the PC is a threat to their plans?
  • Take Them Alive

    The cultists are only looking to delay anyone trying to interfere with their plans, not kill them. Any PC dropping unconscious will wake up an hour later with 1d4+1 Hit Points cleared. While any wounds will be bandaged, they will also be tied up in the waystation basement.

    Questions
    • Who bandaged the PC?

Actions

action
  • Have a Nice Trip
    Fear 1

    Spend a Fear to have someone try to push the PC down the steep set of stairs leading to the basement. The PC must make an applicable reaction roll. On a failure, they take 1d12 physical damage and are sprawled out at the base of the stairs, becoming temporarily Vulnerable. On a success, they mark a Stress.

    Questions
    • What carefully stacked items in the stairwell also go tumbling down?

Reactions

reaction
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About this environment

This environment is from the Midnight Ride of the Have Mercy adventure frame by Almost Bedtime Theater.

Innocuous Waystation

Tier 1 Exploration

A place of refuge for all sorts.

Impulses: Offer respite, Ensnare the unwary, House coal and rituals

Difficulty: 11

Potential Adversaries: Pale Wind Boss, Dire Cultist

Features

Not What It Appears - Passive: The waystation is a well-known spot where the inhabitants of the area stop for food, supplies, or just a bit of time somewhere warm. However, the Pale Wind has recently started using it as a base of operations.

Upon entering the waystation, a PC can make an Instinct Roll to realize something isn’t right. On a success with Hope, learn all three pieces of information. On a success with Fear, learn two. On a failure, the PC can choose to mark a Stress to learn one.

  • The innkeeper is worried for you, not themselves.

  • The patrons in the main room are clearly not from around here, but there weren’t any carts or mounts outside.

  • One of the patrons is wearing a ring with the Pale Wind sigil on it.

  • How do the Pale Wind determine if the PC is a threat to their plans?
Take Them Alive - Passive: The cultists are only looking to delay anyone trying to interfere with their plans, not kill them. Any PC dropping unconscious will wake up an hour later with 1d4+1 Hit Points cleared. While any wounds will be bandaged, they will also be tied up in the waystation basement.
  • Who bandaged the PC?
Have a Nice Trip - Action: Spend a Fear to have someone try to push the PC down the steep set of stairs leading to the basement. The PC must make an applicable reaction roll. On a failure, they take 1d12 physical damage and are sprawled out at the base of the stairs, becoming temporarily Vulnerable. On a success, they mark a Stress.
  • What carefully stacked items in the stairwell also go tumbling down?

Discussion

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