Innocuous Waystation
Designed by
Environment overview
A place of refuge for all sorts.
Potential adversaries
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.
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The innkeeper is worried for you, not themselves.
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The patrons in the main room are clearly not from around here, but there weren’t any carts or mounts outside.
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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?
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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 TripFear 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
reactionAbout 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
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?
- Who bandaged the PC?
- What carefully stacked items in the stairwell also go tumbling down?
Innocuous Waystation
This environment is from the Midnight Ride of the Have Mercy adventure frame by Almost Bedtime Theater.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Innocuous Waystation 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.