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Raiders at the Gate

Environments Designed by Bart
Tier
1
Type
Exploration
Difficulty
11
Impulses
Be a Hero Save the Children Tactical Chaos

Environment overview

Raiders come to attack a walled town and the townsfolk are in danger. Luckily, they have defenses at the ready.

Potential adversaries

Any

Features

Passives

passive
  • Hold the Line!

    Consequence Countdown (3). Whenever an adversary reaches the gate, tick down by 1. If the countdown reaches 0, the town is overrun.

    Questions
    • Who lives in this town?
    • What are the raiders after?

Actions

action
  • Think of the Children!

    Spend a Fear to summon 1d4 townspeople still outside the gate at Very Far range. While townspeople are on the scene, raiders may move to attack the townspeople (environment difficulty) if there are no other valid targets in range.
    If a raider succeeds, that villager dies or is captured. This should have impact on the story: The town has less items to sell, or the party has a worse reputation. Or, the party must rescue the townspeople before they gain access.
    When there are no villagers outside the gate left, the gate will close. The adversaries will break off their attack.

    Questions
    • Why are they outside the walls?
    • What is their profession?

Reactions

reaction
  • On my Mark!

    Countdown (6). Tick down when an adversary is spotlighted. When a player misses an attack roll against a target within Far range of the wall, they may roll a d6. If it's higher than the current countdown, the town's defenses attack their target for 1d12+4 physical damage.
    If the Cooldown is 1 or lower, Players can also make a Presence Roll against the environment difficulty to rally the defenses to make this attack against a target within Far range of the wall.
    After the defenses make an attack, reset the cooldown.

    Questions
    • What defenses does the gate have?

About this environment

This environment is beneficial to players, so make sure to have some overwhelming odds to spice things up.

Raiders can be anything: bandits, monsters, up to you.

Raiders at the Gate

Tier 1 Exploration

Raiders come to attack a walled town and the townsfolk are in danger. Luckily, they have defenses at the ready.

Impulses: Be a Hero, Save the Children, Tactical Chaos

Difficulty: 11

Potential Adversaries: Any

Features

Hold the Line! - Passive: Consequence Countdown (3). Whenever an adversary reaches the gate, tick down by 1. If the countdown reaches 0, the town is overrun.
  • Who lives in this town?
  • What are the raiders after?
Think of the Children! - Action: Spend a Fear to summon 1d4 townspeople still outside the gate at Very Far range. While townspeople are on the scene, raiders may move to attack the townspeople (environment difficulty) if there are no other valid targets in range. If a raider succeeds, that villager dies or is captured. This should have impact on the story: The town has less items to sell, or the party has a worse reputation. Or, the party must rescue the townspeople before they gain access. When there are no villagers outside the gate left, the gate will close. The adversaries will break off their attack.
  • Why are they outside the walls?
  • What is their profession?
On my Mark! - Reaction: Countdown (6). Tick down when an adversary is spotlighted. When a player misses an attack roll against a target within Far range of the wall, they may roll a d6. If it's higher than the current countdown, the town's defenses attack their target for 1d12+4 physical damage. If the Cooldown is 1 or lower, Players can also make a Presence Roll against the environment difficulty to rally the defenses to make this attack against a target within Far range of the wall. After the defenses make an attack, reset the cooldown.
  • What defenses does the gate have?

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.