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Maze Escape (with chicken chase)

Tier
1
Type
Exploration
Difficulty
12
Impulses
Evade Gertrude Escape the Maze Win

Environment overview

Running through a Maze, trying to escape a Gertrude the chicken. Being pecked by Gertrude will teleport the player out of the maze.

Potential adversaries

Gertrude the Chicken Other Players

Features

Passives

passive
  • The Chase

    The players and Gertrude each has a countdown as per the instructions under the Escape Countdown sections.

    If, at any point, the threats countdown is the same as the players countdown or lower, Gertrude attempts to peck the player, and they roll an Agility Reaction Roll. On a fail, the player is teleported out of the maze and is eliminated.

    On a success, ask the player to describe how they dodge Gertrude.

  • Escape Countdown - Players

    Each player starts with a countdown set to 12. Going around the table, each player makes an Instinct roll and compares the results to the below:

    Critical Success: You spot something in the distance that indicates the way forward. Tick down your countdown by three, and add one to Gertrude's countdown.

    Success with Hope: You are sure that you are on the right track and manage to successfully navigate some of the maze - Tick down down your countdown by two.

    Success with Fear: You believe you are going the correct way to escape, you can still hear or sense Gertrude behind you - Tick down your countdown by one.

    Failure with Hope: While you do not make any progress, you manage to gain your bearings.

    Failure with Fear: Unfortunately, you made a mistake and manage to lose some progress - Tick up the countdown by one, and take one stress.

    Upon reaching 0, the player reaches the end of the maze

  • Chase Countdown - Gertrude

    The threats chase countdown starts at 14. Each time it is your turn, roll a D20.

    If the result is below the difficulty, do not advance the countdown.

    If the result is a success, reduce the countdown by 1

    If you roll a 20, reduce the countdown by 2.

Actions

action
  • Chicken Rush
    Fear 1

    Spend a Fear to let Getrude appear in front a PC and make an attack. On a success, increase this PCs personal Countdown by 1d4. If this would match the resulting Personal Countdown with the Threat level, that PC is immediately eliminated.

Reactions

reaction
  • Adrenaline's Pumpin'
    Fear 1

    When a PC rolls a Failure with Fear, spend a Fear to let Getrude stalk that PC from now on. While stalked, the PC feels Getrude's presence every time they attempt another roll to find their way out of the maze. Until they clear at least 1 Stress, they make every following Escape Action roll with Disadvantage.

About this environment

Can also lower (or raise) the countdown start numbers, and can also combine the players into one countdown, instead of separated to speed things up.

Gertrude the Chicken can very easily be replaced by literally any threat and the maze itself can be swapped for anything like a collapsing cave, burning forest etc. Or, for a more relaxing experience, Gertrude can simply be removed!

Maze Escape (with chicken chase)

Tier 1 Exploration

Running through a Maze, trying to escape a Gertrude the chicken. Being pecked by Gertrude will teleport the player out of the maze.

Impulses: Evade Gertrude, Escape the Maze, Win

Difficulty: 12

Potential Adversaries: Gertrude the Chicken, Other Players

Features

The Chase - Passive: The players and Gertrude each has a countdown as per the instructions under the Escape Countdown sections.

If, at any point, the threats countdown is the same as the players countdown or lower, Gertrude attempts to peck the player, and they roll an Agility Reaction Roll. On a fail, the player is teleported out of the maze and is eliminated.

On a success, ask the player to describe how they dodge Gertrude.

Escape Countdown - Players - Passive: Each player starts with a countdown set to 12. Going around the table, each player makes an Instinct roll and compares the results to the below:

Critical Success: You spot something in the distance that indicates the way forward. Tick down your countdown by three, and add one to Gertrude's countdown.

Success with Hope: You are sure that you are on the right track and manage to successfully navigate some of the maze - Tick down down your countdown by two.

Success with Fear: You believe you are going the correct way to escape, you can still hear or sense Gertrude behind you - Tick down your countdown by one.

Failure with Hope: While you do not make any progress, you manage to gain your bearings.

Failure with Fear: Unfortunately, you made a mistake and manage to lose some progress - Tick up the countdown by one, and take one stress.

Upon reaching 0, the player reaches the end of the maze

Chase Countdown - Gertrude - Passive: The threats chase countdown starts at 14. Each time it is your turn, roll a D20.

If the result is below the difficulty, do not advance the countdown.

If the result is a success, reduce the countdown by 1

If you roll a 20, reduce the countdown by 2.

Chicken Rush - Action: Spend a Fear to let Getrude appear in front a PC and make an attack. On a success, increase this PCs personal Countdown by 1d4. If this would match the resulting Personal Countdown with the Threat level, that PC is immediately eliminated.
Adrenaline's Pumpin' - Reaction: When a PC rolls a Failure with Fear, spend a Fear to let Getrude stalk that PC from now on. While stalked, the PC feels Getrude's presence every time they attempt another roll to find their way out of the maze. Until they clear at least 1 Stress, they make every following Escape Action roll with Disadvantage.

Discussion

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