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Sneaking through Sullen Streets

Tier
3
Type
Traversal
Difficulty
16
Impulses
Avoid prying eyes Escape to a safe place Hunt or be hunted

Environment overview

The Party must move quickly and quietly through a dangerous part of town, pursued by unseen adversaries

Potential adversaries

Apprentice Assassin Assassin Poisoner Cult Adept Cult Fang Cult Initiate Any Appropriate Skulk Enemy

Features

Passives

passive
  • Alleys and Backways

    The Party must navigate through the dark streets without being noticed. Set a Progress Countdown (4). Each time the PCs are spotlighted, they must make a Group Action Roll to find the most effective path. On a success, decrease the Countdown by 1. When the timer reaches 0, the Party reaches their goal.

    On a failure, introduce an adversary who spots the Party. You may spend a Fear to introduce additional adversaries. When the Party has resolved the interaction with these adversaries, decrease the Countdown by 1.

    Questions
    • How are the PCs remaining unseen?
    • What are the PCs looking for when trying to spot pursuants?

Actions

action
  • Blockade

    Spend a Fear to introduce some sort of blockage that causes the PCs to have to change their route. PCs must mark a Stress or have disadvantage on any Action rolls used to navigate the streets.

    Questions
    • What is blocking your path?
    • Does it seem like it might have been put there intentionally?

Reactions

reaction
  • Lost!

    When the PCs fail their Group Action Roll for the Alleys and Backways feature, you can spend an additional Fear to have them get lost. Increase their Progress timer by 1.

    Questions
    • What landmarks are the PCs looking for?
  • Crowd Closes In

    When one of the PCs splits from the group, the crowds shift and cut them off from the party.

    Questions
    • Where does the crowd’s movement carry them?

About this environment

Sneaking through Sullen Streets

Tier 3 Traversal

The Party must move quickly and quietly through a dangerous part of town, pursued by unseen adversaries

Impulses: Avoid prying eyes, Escape to a safe place, Hunt or be hunted

Difficulty: 16

Potential Adversaries: Apprentice Assassin, Assassin Poisoner, Cult Adept, Cult Fang, Cult Initiate, Any Appropriate Skulk Enemy

Features

Alleys and Backways - Passive: The Party must navigate through the dark streets without being noticed. Set a Progress Countdown (4). Each time the PCs are spotlighted, they must make a Group Action Roll to find the most effective path. On a success, decrease the Countdown by 1. When the timer reaches 0, the Party reaches their goal.

On a failure, introduce an adversary who spots the Party. You may spend a Fear to introduce additional adversaries. When the Party has resolved the interaction with these adversaries, decrease the Countdown by 1.

  • How are the PCs remaining unseen?
  • What are the PCs looking for when trying to spot pursuants?
Blockade - Action: Spend a Fear to introduce some sort of blockage that causes the PCs to have to change their route. PCs must mark a Stress or have disadvantage on any Action rolls used to navigate the streets.
  • What is blocking your path?
  • Does it seem like it might have been put there intentionally?
Lost! - Reaction: When the PCs fail their Group Action Roll for the Alleys and Backways feature, you can spend an additional Fear to have them get lost. Increase their Progress timer by 1.
  • What landmarks are the PCs looking for?
Crowd Closes In - Reaction: When one of the PCs splits from the group, the crowds shift and cut them off from the party.
  • Where does the crowd’s movement carry them?

Discussion

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