---
title: "Appendix C: Challenge Library"
description: "The [Challenge](https://openadventurerpg.com/glossary/challenge/) Library includes a collection of pre-built Challenges which demonstrate ways to use the Core Rules to create an exciting [Encounter](https://openadventurerpg.com/glossary/encounter/).  The Challenges included are: - Build a Shelter - Calm the Mob - Clear the Cave-in - Disease:…"
url: "https://openadventurerpg.com/coc/appendix-c-challenge-library/"
updated: "2025-12-31"
category: Core Rules
---

# Appendix C: Challenge Library

The [Challenge](https://openadventurerpg.com/glossary/challenge/) Library includes a collection of pre-built Challenges which demonstrate ways to use the Core Rules to create an exciting [Encounter](https://openadventurerpg.com/glossary/encounter/). 

The Challenges included are:

- Build a Shelter
- Calm the Mob
- Clear the Cave-in
- Disease: Filth Fever
- Gather Information
- Guard Station
- Navigate the Forest
- Poison: Fireblood
- Poison: Stonefoot
- Research
- Sinking Ship
- Survive the Avalanche
- Towering Cliff
- Trap: Deadfall
- Trap: Pit
- Trap: Spiked Pit

These are only examples. The Adventure Guide can use the Challenges exactly [AS](https://openadventurerpg.com/glossary/as/) written here, adapt them to the needs of the Adventure, or simply use them [AS](https://openadventurerpg.com/glossary/as/) inspiration for ways to utilize the Core Rules to create brand new Challenges.

The [Challenge](https://openadventurerpg.com/glossary/challenge/) Library does not include [Adversary](https://openadventurerpg.com/glossary/adversary/) Challenges. For a listing of Adversaries see ***Appendix E: NPCs and Adversaries***. 

## **Reading the Entries**

This is an example of a [Challenge](https://openadventurerpg.com/glossary/challenge/) entry.

1. **[Challenge](https://openadventurerpg.com/glossary/challenge/) Name**: The name of the [Challenge](https://openadventurerpg.com/glossary/challenge/).
2. **[Challenge](https://openadventurerpg.com/glossary/challenge/) Summary**: A short summary of the [Challenge](https://openadventurerpg.com/glossary/challenge/).
3. **[Challenge](https://openadventurerpg.com/glossary/challenge/) Overview:**An overview of the traits and attributes of the [Challenge](https://openadventurerpg.com/glossary/challenge/).
4. **[Challenge Points](https://openadventurerpg.com/glossary/challenge-points/)**: The suggested [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) for the [Challenge](https://openadventurerpg.com/glossary/challenge/).
5. **[Protection](https://openadventurerpg.com/glossary/protection/)**: Protections that reduce or cancel the [Effect](https://openadventurerpg.com/glossary/effect/) of [Action](https://openadventurerpg.com/glossary/action/) Checks made to overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/).
6. **Traits:**A list of the [Challenge](https://openadventurerpg.com/glossary/challenge/)’s special traits.
7. **Actions**: A list of Actions players are likely to use when attempting to overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/), and the recommended [Base Difficulty](https://openadventurerpg.com/glossary/base-difficulty/) Score for that [Action](https://openadventurerpg.com/glossary/action/).
8. **[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/)**: Ideas for [Drawbacks](https://openadventurerpg.com/glossary/drawbacks/) the Adventure Guide may wish to apply to the Difficulty Scores for characters’ Actions.
9. **Triggers**: Triggers to make the [Challenge](https://openadventurerpg.com/glossary/challenge/) more exciting.
10. **[Round](https://openadventurerpg.com/glossary/round/) Length**: The suggested [Round](https://openadventurerpg.com/glossary/round/) Length when resolving the [Challenge](https://openadventurerpg.com/glossary/challenge/).
11. **Description**: A detailed description of the [Challenge](https://openadventurerpg.com/glossary/challenge/) and additional information about the traits and attributes listed in the [Challenge](https://openadventurerpg.com/glossary/challenge/) Overview.
12. **Rewards and Consequences**: Suggestions of rewards and consequences for overcoming, or failing to overcome, the [Challenge](https://openadventurerpg.com/glossary/challenge/).

## **Build a Shelter**

*A storm is coming and the characters must build a shelter for [Protection](https://openadventurerpg.com/glossary/protection/).*

| **[Challenge Points](https://openadventurerpg.com/glossary/challenge-points/):** | 6 |
| --- | --- |
| **[Protection](https://openadventurerpg.com/glossary/protection/):** | None |
| **Traits:** | **[Timed](https://openadventurerpg.com/glossary/timed/)** (4 hours) |
| **Actions**: | **Survival** ([DS](https://openadventurerpg.com/glossary/ds/) 6) |
| **[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/):** | — |
| **Triggers:** | **—** |
| **[Round](https://openadventurerpg.com/glossary/round/) Length:** | 1 hour |

Storm clouds are gathering on the horizon. The characters must build a shelter to avoid getting caught out in the storm.

**Traits**

- **[Timed](https://openadventurerpg.com/glossary/timed/)** (4 hours): The characters need to complete the shelter before the storm hits.

**Actions**

- **Survival**([DS](https://openadventurerpg.com/glossary/ds/) 6): Characters make Survival Checks based on the [Primary Attribute](https://openadventurerpg.com/glossary/primary-attribute/) most appropriate to the [Action](https://openadventurerpg.com/glossary/action/) they describe. Characters might use [Strength](https://openadventurerpg.com/glossary/strength/) to cut branches, [Deduction](https://openadventurerpg.com/glossary/deduction/) to identify the safest place to build the shelter, or [Intuition](https://openadventurerpg.com/glossary/intuition/) to notice where animals shelter during storms.

**Rewards and Consequences**

- **Rewards**: The characters safely shelter from the storm. They gain a [Benefit](https://openadventurerpg.com/glossary/benefit/) to an [Action](https://openadventurerpg.com/glossary/action/) Score of their choice the next day to represent the confidence they gained from their success.
- **Consequences**: The characters fail to complete their shelter, resulting in a cold and uncomfortable night’s sleep. The next day, all characters suffer a [Drawback](https://openadventurerpg.com/glossary/drawback/) to the Difficulty Scores for physical [Action](https://openadventurerpg.com/glossary/action/) Checks.

## **Calm the Mob**

*The characters must stop an angry mob from executing an innocent man due to a misunderstanding.*

| **[Challenge Points](https://openadventurerpg.com/glossary/challenge-points/):** | 6 |
| --- | --- |
| **[Protection](https://openadventurerpg.com/glossary/protection/):** | — |
| **Traits:** | **[Escalating](https://openadventurerpg.com/glossary/escalating/)** (1 [CP](https://openadventurerpg.com/glossary/cp/)) |
| **Actions**: | **Calm** ([DS](https://openadventurerpg.com/glossary/ds/) 6), **Deceive** ([DS](https://openadventurerpg.com/glossary/ds/) 5), **Intimidate** ([DS](https://openadventurerpg.com/glossary/ds/) 9), **Reason** ([DS](https://openadventurerpg.com/glossary/ds/) 5) |
| **[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/):** | — |
| **Triggers:** | **10 [CP](https://openadventurerpg.com/glossary/cp/)** (Failure) |
| **[Round](https://openadventurerpg.com/glossary/round/) Length:** | 1 minute |

A mob of villagers plan to execute a man they believe killed the village elder, but it is all a misunderstanding. The characters can’t fight their way out of this one, so they need to convince the mob to put down their pitchforks and go home.

**Traits**

- **[Escalating](https://openadventurerpg.com/glossary/escalating/)** (1 [CP](https://openadventurerpg.com/glossary/cp/)): The crowd continues to grow angrier if they aren’t calmed. At the end of each [Round](https://openadventurerpg.com/glossary/round/), increase the [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) by 1.

**Actions**

- **Calm**([DS](https://openadventurerpg.com/glossary/ds/) 6): The characters may try to calm the crowd’s heightened emotions.
- **Deceive**([DS](https://openadventurerpg.com/glossary/ds/) 5): The characters may try to trick the mob into believing someone or something else is responsible. This move is risky because the mob might rise again if they discover the deception later, and they could even [Turn](https://openadventurerpg.com/glossary/turn/) on the characters on a [Critical Failure](https://openadventurerpg.com/glossary/critical-failure/).
- **Intimidate** ([DS](https://openadventurerpg.com/glossary/ds/) 9): The crowd is very angry so they are tough to intimidate, but a big enough show of force could cause them to back down. Like the Deceive [Action](https://openadventurerpg.com/glossary/action/), Intimidate risks angering the crowd or building persistent ill will.
- **Reason** ([DS](https://openadventurerpg.com/glossary/ds/) 5): A well-reasoned argument might be enough to talk the mob out of their plans to execute the man.

**Triggers**

- **10 [CP](https://openadventurerpg.com/glossary/cp/)** (Failure): If the [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) escalate to 10, the characters have failed and the mob executes the man. 

**Rewards and Consequences**

- **Rewards**: The crowd agrees to back down—for now. Unless the characters reveal the true culprit, however, things could [Turn](https://openadventurerpg.com/glossary/turn/) ugly again.
- **Consequences**: The crowd executes the innocent man despite the characters’ best efforts.

## **Clear the Cave-in**

*The characters must clear the cave-in that blocks their path.*

| **[Challenge Points](https://openadventurerpg.com/glossary/challenge-points/):** | 8 |
| --- | --- |
| **[Protection](https://openadventurerpg.com/glossary/protection/):** | — |
| **Traits:** | — |
| **Actions**: | **Dig** ([DS](https://openadventurerpg.com/glossary/ds/) 3), **Wriggle** ([DS](https://openadventurerpg.com/glossary/ds/) 12) |
| **[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/):** | [Light](https://openadventurerpg.com/glossary/light/), Size, Tools |
| **Triggers:** | **Failed Checks** (Injury) |
| **[Round](https://openadventurerpg.com/glossary/round/) Length:** | 15 minutes |

A cave-in blocks the passage in front of the characters.

**Actions**

- **Dig**([DS](https://openadventurerpg.com/glossary/ds/) 3): The characters are forced to dig their way out.
- **Wriggle**([DS](https://openadventurerpg.com/glossary/ds/) 12): There are small openings between the rocks. Characters may attempt to wriggle through the gaps to the other side.

**[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/)**

- **[Light](https://openadventurerpg.com/glossary/light/)**: Insufficient [Light](https://openadventurerpg.com/glossary/light/) makes it difficult to clear the passage, adding a [Drawback](https://openadventurerpg.com/glossary/drawback/) to Difficulty Scores.
- **Size**: Characters larger than a small child who attempt to wriggle through the gaps in the stones suffer a [Drawback](https://openadventurerpg.com/glossary/drawback/) to their Wriggle Check.
- **Tools**: Makeshift tools or tools not suited to the work add a [Drawback](https://openadventurerpg.com/glossary/drawback/) to the Dig [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/).

**Triggers**

- **Failed Checks**(Injury): The stones are very unstable. On a failed Dig [Action](https://openadventurerpg.com/glossary/action/) Check, the character’s work dislodges more stones which tumble down onto the character. The character loses [Body Points](https://openadventurerpg.com/glossary/body-points/) equal to the amount they rolled under the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/). On a [Critical Failure](https://openadventurerpg.com/glossary/critical-failure/), everyone working to clear the cave-in loses [Body Points](https://openadventurerpg.com/glossary/body-points/) by the amount the acting character rolled under the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/).

**Rewards and Consequences**

- **Rewards**: The characters clear the cave-in and can proceed along the tunnel. They discover a skeleton under one of the larger stones, the victim of a previous cave-in. At the skeleton’s side is a fine pickaxe that remains remarkably undamaged. Using the pickaxe to clear future cave-ins provides a [Benefit](https://openadventurerpg.com/glossary/benefit/) to Dig Checks.
- **Consequences**: The characters are unable to pass the cave-in and must descend deeper into the cavern to find another way out.

## **Disease: Filth Fever**

*The character contracts filth fever.*

| **[Challenge Points](https://openadventurerpg.com/glossary/challenge-points/):** | 5 |
| --- | --- |
| **[Protection](https://openadventurerpg.com/glossary/protection/):** | — |
| **Traits:** | **[Linked](https://openadventurerpg.com/glossary/linked/)** |
| **Actions**: | **Cure**([DS](https://openadventurerpg.com/glossary/ds/) 12), **Treat** ([DS](https://openadventurerpg.com/glossary/ds/) 6) |
| **[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/):** | Continued Exposure |
| **Triggers:** | — |
| **[Round](https://openadventurerpg.com/glossary/round/) Length:** | 1 day |

This [Challenge](https://openadventurerpg.com/glossary/challenge/) is [Linked](https://openadventurerpg.com/glossary/linked/) to the character that contracted Filth Fever. When exposed to excrement or other bodily wastes where Filth Fever is present, characters must succeed at a [DS](https://openadventurerpg.com/glossary/ds/) 4 [Toughness](https://openadventurerpg.com/glossary/toughness/) Check or contract the disease. Characters cure the disease [AS](https://openadventurerpg.com/glossary/as/) a group, but each infected character is a separate [Challenge](https://openadventurerpg.com/glossary/challenge/).

A character infected with Filth Fever feels generally unwell and has a high fever. Until Cured or Treated, they suffer a [Drawback](https://openadventurerpg.com/glossary/drawback/) to all Difficulty Scores.

**Traits**

- **[Linked](https://openadventurerpg.com/glossary/linked/)**: The negative effects of the disease only impact the infected character.

**Actions**

- **Cure**([DS](https://openadventurerpg.com/glossary/ds/) 12): While not especially serious, Filth Fever is difficult to cure. Only one attempt to Cure the character is allowed each day.
- **Treat**([DS](https://openadventurerpg.com/glossary/ds/) 6): On a successful Treat Check, the [Linked](https://openadventurerpg.com/glossary/linked/) character may ignore the [Drawback](https://openadventurerpg.com/glossary/drawback/) to Difficulty Scores for one day. Only one attempt at Treating the disease is allowed each day.

**[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/)**

- **Continued Exposure**: If the character is continually exposed to the conditions that caused the disease, apply a [Drawback](https://openadventurerpg.com/glossary/drawback/) to the Difficulty Scores for Cure or Treat.

**Rewards and Consequences**

- **Rewards**: The character is fully cured. In addition, they are immune to the disease for one year.
- **Consequences**: The disease persists.

## **Gather Information**

*The party scours the city to gather information about an evil cult that is sacrificing kidnapped citizens.*

| **[Challenge Points](https://openadventurerpg.com/glossary/challenge-points/):** | 12 |
| --- | --- |
| **[Protection](https://openadventurerpg.com/glossary/protection/):** | — |
| **Traits:** | — |
| **Actions**: | **Bribe** ([DS](https://openadventurerpg.com/glossary/ds/) 4), **Question** ([DS](https://openadventurerpg.com/glossary/ds/) 6), **Research** ([DS](https://openadventurerpg.com/glossary/ds/) 9), **Search** ([DS](https://openadventurerpg.com/glossary/ds/) 10) |
| **[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/):** | — |
| **Triggers:** | **[Round](https://openadventurerpg.com/glossary/round/) 3** (Noticed), **[Round](https://openadventurerpg.com/glossary/round/) 5** (Moved) |
| **[Round](https://openadventurerpg.com/glossary/round/) Length:** | 1 hour |

An evil cult is operating in the city and the characters must find their hideout.

**Actions**

- **Bribe**([DS](https://openadventurerpg.com/glossary/ds/) 4): The waste haulers know a bit about the cult, and they’re susceptible to bribes. Attempting a Bribe Check for anyone else in the city is at least [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) 9. 
- **Question**([DS](https://openadventurerpg.com/glossary/ds/) 6): Characters may apply their social skills to question people about the cult. Typically, questioning relies on [Presence](https://openadventurerpg.com/glossary/presence/).
- **Research**([DS](https://openadventurerpg.com/glossary/ds/) 9): The characters may search the city archives for information about the cult.
- **Search**([DS](https://openadventurerpg.com/glossary/ds/) 10): Characters may simply search the city for the cult, relying on their natural ability to spot clues pointing to the cult’s whereabouts.

**Triggers**

- **[Round](https://openadventurerpg.com/glossary/round/) 3**(Noticed): The cult receives word the characters are looking for them. They make plans to move their hideout if the characters don’t give up. It is unlikely the characters will surprise the cult if the characters [Attack](https://openadventurerpg.com/glossary/attack/).
- **[Round](https://openadventurerpg.com/glossary/round/) 5**(Moved): The cult moves their hideout to a new location, so even if the characters reduce the [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) to 0, they only find an empty building.

**Rewards and Consequences**

- **Rewards**: The characters learn the location of the cult’s secret hideout. 
- **Consequences**: Either the cult learns the characters are searching for them (see Triggers), or the party simply fails to find the hideout and the cult kidnaps another victim.

## **Guard Station**

*A pair of guards prevent the characters from gaining entrance to the castle.*

| **[Challenge Points](https://openadventurerpg.com/glossary/challenge-points/):** | 5 |
| --- | --- |
| **[Protection](https://openadventurerpg.com/glossary/protection/):** | — |
| **Traits:** | — |
| **Actions**: | **Bribe** ([DS](https://openadventurerpg.com/glossary/ds/) 4), **Deceive** ([DS](https://openadventurerpg.com/glossary/ds/) 6), **Sneak** ([DS](https://openadventurerpg.com/glossary/ds/) 9) |
| **[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/):** | Appearance, Equipment |
| **Triggers:** | — |
| **[Round](https://openadventurerpg.com/glossary/round/) Length:** | 6 seconds |

Two soldiers stand guard at the entrance to the castle. The characters must get past the guards without injuring them or raising the alarm.

**Actions**

- **Bribe**([DS](https://openadventurerpg.com/glossary/ds/) 4): The guards are poorly paid and are susceptible to bribery. The character gains a [Benefit](https://openadventurerpg.com/glossary/benefit/) for every 5 [SP](https://openadventurerpg.com/glossary/sp/) they offer the guards.
- **Deceive**([DS](https://openadventurerpg.com/glossary/ds/) 6): The guards are used to people trying to talk their way into the castle, but they aren’t experts when it comes to detecting deception.
- **Sneak**([DS](https://openadventurerpg.com/glossary/ds/) 9): The guards have sharp eyes and after a reprimand for failing to spot a visitor’s dagger, they are more on alert than usual.

**[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/)**

- **Appearance**: Ragged, dirty, or poor clothing applies a [Drawback](https://openadventurerpg.com/glossary/drawback/) to Actions where the guards interact with the characters.
- **Equipment**: Armed characters suffer a [Drawback](https://openadventurerpg.com/glossary/drawback/) to Actions where they interact with the guards. The [Drawback](https://openadventurerpg.com/glossary/drawback/) is easily cleared by leaving weapons at the guard post.

**Rewards and Consequences**

- **Rewards**: The characters gain access to the castle’s courtyard. 
- **Consequences**: The guards block the characters from entering. If the characters tried to sneak in, the guards may attempt to arrest the characters, leading to a direct [Challenge](https://openadventurerpg.com/glossary/challenge/) involving combat with the guards.

## **Navigate the Forest**

*The characters must find their way through a dense forest.*

| **[Challenge Points](https://openadventurerpg.com/glossary/challenge-points/):** | 10 |
| --- | --- |
| **[Protection](https://openadventurerpg.com/glossary/protection/):** | — |
| **Traits:** | **[Timed](https://openadventurerpg.com/glossary/timed/)**(10 rounds) |
| **Actions**: | **Navigate** ([DS](https://openadventurerpg.com/glossary/ds/) 9) |
| **[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/):** | Thick Canopy |
| **Triggers:** | **End of [Round](https://openadventurerpg.com/glossary/round/)** (+1 Orc), **End of [Round](https://openadventurerpg.com/glossary/round/)** (Random [Encounter](https://openadventurerpg.com/glossary/encounter/) Roll) |
| **[Round](https://openadventurerpg.com/glossary/round/) Length:** | 1 hour |

Orcs are gathering in the north to launch an [Attack](https://openadventurerpg.com/glossary/attack/) on the characters’ home village. The characters plan to ambush the orcs before they gather their full [Strength](https://openadventurerpg.com/glossary/strength/), but the longer it takes to [Reach](https://openadventurerpg.com/glossary/reach/) the orcs, the greater their numbers.

**Traits**

- **[Timed](https://openadventurerpg.com/glossary/timed/)**(10 Rounds): If the characters have not reduced the [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) to 0 before the end of [Round](https://openadventurerpg.com/glossary/round/) 10, they are too late to ambush the orcs.

**Actions**

- **Navigate**([DS](https://openadventurerpg.com/glossary/ds/) 9): The characters must find their way through the forest. There are no paths to follow so success or failure depends on their wilderness navigation skills.

**[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/)**

- **Thick Canopy**: The forest canopy is especially thick and it hides the characters’ view of the sky. This prevents the use of the sun or stars during Navigation Checks, adding a [Drawback](https://openadventurerpg.com/glossary/drawback/) to the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/).

**Triggers**

- **End of [Round](https://openadventurerpg.com/glossary/round/)**(+1 Orc): The orc warband begins with 5 orcs. At the end of each [Round](https://openadventurerpg.com/glossary/round/), add another orc to the warband.
- **End of [Round](https://openadventurerpg.com/glossary/round/)**(Random [Encounter](https://openadventurerpg.com/glossary/encounter/) Roll): Roll 1d6. On a roll of 1 the characters [Encounter](https://openadventurerpg.com/glossary/encounter/) one of the monsters that live in the forest.

**Rewards and Consequences**

- **Rewards**: The characters ambush the orcs before they [Reach](https://openadventurerpg.com/glossary/reach/) their full [Strength](https://openadventurerpg.com/glossary/strength/). They get a free [Round](https://openadventurerpg.com/glossary/round/) of Actions before the orcs can react.
- **Consequences**: If the characters fail to overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/) before the end of [Round](https://openadventurerpg.com/glossary/round/) 10, the orcs set out to [Attack](https://openadventurerpg.com/glossary/attack/) the village. This could trigger a race to catch the orcs before they [Reach](https://openadventurerpg.com/glossary/reach/) their destination, or it could mean the orcs [Reach](https://openadventurerpg.com/glossary/reach/) the village before the characters.

## **Poison: Fireblood**

*A brutal injected poison that makes the victim feel like their veins are burning.*

| **[Challenge Points](https://openadventurerpg.com/glossary/challenge-points/):** | 5 |
| --- | --- |
| **[Protection](https://openadventurerpg.com/glossary/protection/):** | **Immunity**(*Special*) |
| **Traits:** | **[Escalating](https://openadventurerpg.com/glossary/escalating/)** (2/hour), **[Linked](https://openadventurerpg.com/glossary/linked/)** |
| **Actions**: | **Reduce Escalation** ([DS](https://openadventurerpg.com/glossary/ds/) 2), **Cure**([DS](https://openadventurerpg.com/glossary/ds/) 12) |
| **[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/):** | — |
| **Triggers:** | **End of [Round](https://openadventurerpg.com/glossary/round/)** (-1 [BP](https://openadventurerpg.com/glossary/bp/)) |
| **[Round](https://openadventurerpg.com/glossary/round/) Length:** | 1 hour |

Fireblood poison is made from the flower of the Flame Blossom, which grows in the rich, ashy soil near volcanos. If a character loses even 1 Body Point to an [Attack](https://openadventurerpg.com/glossary/attack/) using a blade coated with a poison made from the flower’s petals, they suffer the poison’s effects.

While poisoned, victims suffer horrific pain which feels like their veins are burning. This pain causes a [Drawback](https://openadventurerpg.com/glossary/drawback/) to the Difficulty Scores of all the character’s [Action](https://openadventurerpg.com/glossary/action/) Checks. If they partake in any physical activity that raises their heart rate, the pain increases, and the character suffers an additional [Drawback](https://openadventurerpg.com/glossary/drawback/) to all Actions until their heartrate returns to normal.

**[Protection](https://openadventurerpg.com/glossary/protection/)**

- **Immunity**(*Special*): Fireblood poisoning is only curable using magic or a tea made from Ice Lilies, a flower that grows exclusively in the early spring in the snow-covered northlands.

**Traits**

- **[Escalating](https://openadventurerpg.com/glossary/escalating/)** (2/hour): The poison is harder to cure the longer the character is suffering from the effects. 
- **[Linked](https://openadventurerpg.com/glossary/linked/)**: The effects are [Linked](https://openadventurerpg.com/glossary/linked/) to the character who is poisoned.

**Actions**

- **Reduce Escalation**([DS](https://openadventurerpg.com/glossary/ds/) 2): The longer the character takes to find a cure, the more difficult it becomes to cure them. An ally can make a Reduce Escalation Check to slow the poison if the character rests and they mop the victim’s brow with a cloth soaked in cold water. The [Action](https://openadventurerpg.com/glossary/action/) has a minimum time of 1 hour, but the character may maintain the Reduce Escalation on a successful [Action](https://openadventurerpg.com/glossary/action/) Check.
- **Cure**([DS](https://openadventurerpg.com/glossary/ds/) 12): Fireblood poisoning is exceptionally difficult to cure. Each attempt has a base time of 1 hour and requires one dose of an antidote made from Ice Lily petals.

**Triggers**

- **End of [Round](https://openadventurerpg.com/glossary/round/)**(- 1 [BP](https://openadventurerpg.com/glossary/bp/)): The character loses 1 [BP](https://openadventurerpg.com/glossary/bp/) at the end of each hour their poisoning persists. This loss temporarily lowers the character’s maximum [Body Points](https://openadventurerpg.com/glossary/body-points/) until they are cured. If their maximum [Body Points](https://openadventurerpg.com/glossary/body-points/) reaches 0 from the triggered losses, at the end of each hour they take a Body [Wound](https://openadventurerpg.com/glossary/wound/) and must make the associated Death Checks.

**Rewards and Consequences**

- **Rewards**: Characters who survive Fireblood poisoning gain immunity to the poison. In addition, the character that performed the Cure Check to cure the victim gains a [Benefit](https://openadventurerpg.com/glossary/benefit/) on future Cure Checks to cure Fireblood poisoning.
- **Consequences**: A horrible, painful death.

## **Poison: Stonefoot**

*An injected poison that makes it difficult to walk or run.*

| **[Challenge Points](https://openadventurerpg.com/glossary/challenge-points/):** | 5 |
| --- | --- |
| **[Protection](https://openadventurerpg.com/glossary/protection/):** | — |
| **Traits:** | **[Linked](https://openadventurerpg.com/glossary/linked/)** |
| **Actions**: | **Cure**([DS](https://openadventurerpg.com/glossary/ds/) 6) |
| **[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/):** | — |
| **Triggers:** | — |
| **[Round](https://openadventurerpg.com/glossary/round/) Length:** | 1 hour |

Stonefoot poison is an odiferous concoction made from a purple mushroom found in shallow caves. It is made by drying and powdering the mushrooms and then mixing the powder with honey. If a character loses even 1 Body Point to an [Attack](https://openadventurerpg.com/glossary/attack/) using a blade coated with the poison, they suffer the poison’s effects.

While poisoned, the victim experiences a sensation equivalent to your legs falling asleep. The discomfort and lack of [Coordination](https://openadventurerpg.com/glossary/coordination/) forces the victim to use a Major [Action](https://openadventurerpg.com/glossary/action/) to move. The [Effect](https://openadventurerpg.com/glossary/effect/) lasts for one hour or until cured.

**Traits**

- **[Linked](https://openadventurerpg.com/glossary/linked/)**: The effects are [Linked](https://openadventurerpg.com/glossary/linked/) to the character who is poisoned.

**Actions**

- **Cure**([DS](https://openadventurerpg.com/glossary/ds/) 6): Stonefoot poison is relatively easy to cure. Any character with a healing kit has the necessary ingredients to create a cure. Each attempt has a base time of 1 minute.

**Rewards and Consequences**

- **Rewards**: The victim will never forget the scent of the poison and get a [Reaction](https://openadventurerpg.com/glossary/reaction/) Check ([DS](https://openadventurerpg.com/glossary/ds/) 4) to notice it the moment a blade coated with the poison is drawn.
- **Consequences**: The embarrassment of clumping around the battlefield like a pirate with two peg legs.

## **Research**

*The Royal University gave the characters access to their library to find information on the Dark Lord’s origins.*

| **[Challenge Points](https://openadventurerpg.com/glossary/challenge-points/):** | 10 |
| --- | --- |
| **[Protection](https://openadventurerpg.com/glossary/protection/):** | — |
| **Traits:** | **[Timed](https://openadventurerpg.com/glossary/timed/)**(10 Rounds) |
| **Actions**: | **Research** ([DS](https://openadventurerpg.com/glossary/ds/) 12) |
| **[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/):** | — |
| **Triggers:** | — |
| **[Round](https://openadventurerpg.com/glossary/round/) Length:** | 1 hour |

The characters must discover the origins of the Dark Lord so they can learn his weakness. The Royal University agreed to let them use their library, but the characters are only allowed 10 hours to complete their research. 

**Traits**

- **[Timed](https://openadventurerpg.com/glossary/timed/)**(10 Rounds): At the end of the [Round](https://openadventurerpg.com/glossary/round/) 10, the library closes for the day and the characters lose access to this repository of knowledge.

**Actions**

- **Research**([DS](https://openadventurerpg.com/glossary/ds/) 12): Characters search the library’s stacks, rolls, and records for any information about the Dark Lord’s origins. Characters unsuited for academic work may [Aid](https://openadventurerpg.com/glossary/aid/) or Assist other characters. Alternatively, creative players may find unique solutions, such [AS](https://openadventurerpg.com/glossary/as/) using [Presence](https://openadventurerpg.com/glossary/presence/) for the Research Check to charm a librarian into doing the work.

**Rewards and Consequences**

- **Rewards**: The characters discover the Dark Lord’s weakness allowing them to construct a weapon which will bypass his defenses.
- **Consequences**: The characters fail to find the information. They must either face the Dark Lord without the proper weapons or seek the information elsewhere.

## **Sinking Ship**

*The small boat in which the characters are traveling struck a reef. Now it is taking on water.*

| **[Challenge Points](https://openadventurerpg.com/glossary/challenge-points/):** | 6 |
| --- | --- |
| **[Protection](https://openadventurerpg.com/glossary/protection/):** | — |
| **Traits:** | **[Escalating](https://openadventurerpg.com/glossary/escalating/)** (2 [CP](https://openadventurerpg.com/glossary/cp/)) |
| **Actions**: | **Reduce Escalation**([DS](https://openadventurerpg.com/glossary/ds/) 2), **Repair** ([DS](https://openadventurerpg.com/glossary/ds/) 12) |
| **[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/):** | — |
| **Triggers:** | **[CP](https://openadventurerpg.com/glossary/cp/) 12**(Ship Sinks) |
| **[Round](https://openadventurerpg.com/glossary/round/) Length:** | 1 minute |

The characters’ boat struck a reef, gouging a hole in the hull. The boat is taking on water and will sink if the characters don’t act.

**Traits**

- **[Escalating](https://openadventurerpg.com/glossary/escalating/)**(2 [CP](https://openadventurerpg.com/glossary/cp/)): At the end of every [Round](https://openadventurerpg.com/glossary/round/) the ship takes on water, increasing its [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) by 2.

**Actions**

- **Reduce Escalation**([DS](https://openadventurerpg.com/glossary/ds/) 2): Characters may try to block the hole or bail to keep the ship from sinking. Bailing with an improvised tool rather than a bucket or other appropriate item adds a [Drawback](https://openadventurerpg.com/glossary/drawback/) to the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/).
- **Repair**([DS](https://openadventurerpg.com/glossary/ds/) 12): Repairing a sinking ship in the water is extremely difficult. 

**Triggers**

- **[CP](https://openadventurerpg.com/glossary/cp/) 12**(Ship Sinks): If the [Challenge](https://openadventurerpg.com/glossary/challenge/) reaches 12 [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/), the boat sinks. The characters must abandon ship.

**Rewards and Consequences**

- **Rewards**: The characters manage to make it to shore without the boat sinking.
- **Consequences**: The boat goes down leaving the characters clinging to chunks of wood or other floating cargo.

## **Survive the Avalanche**

*An avalanche is bearing down on the heroes and they must scramble to avoid an icy doom.*

| **[Challenge Points](https://openadventurerpg.com/glossary/challenge-points/):** | 10 |
| --- | --- |
| **[Protection](https://openadventurerpg.com/glossary/protection/):** | — |
| **Traits:** | **[Timed](https://openadventurerpg.com/glossary/timed/)**(4 rounds) |
| **Actions**: | **Flee** ([DS](https://openadventurerpg.com/glossary/ds/) 6), **Shelter**([DS](https://openadventurerpg.com/glossary/ds/) 6) |
| **[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/):** | — |
| **Triggers:** | — |
| **[Round](https://openadventurerpg.com/glossary/round/) Length:** | 6 seconds |

A massive avalanche is descending on the characters. They have just 4 Rounds to overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/) or face costly consequences.

**Traits**

- **[Timed](https://openadventurerpg.com/glossary/timed/)**(4 Rounds): If the characters have not reduced the [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) to 0 before the end of [Round](https://openadventurerpg.com/glossary/round/) 4, they fail to overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/) and face the listed Consequences.

**Actions**

- **Flee**([DS](https://openadventurerpg.com/glossary/ds/) 6): The characters may try to outrun the avalanche. Award Benefits for creative ideas for moving more quickly. Obstacles (a copse of trees, a pile of boulders) may add [Drawbacks](https://openadventurerpg.com/glossary/drawbacks/) to the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/).
- **Shelter**([DS](https://openadventurerpg.com/glossary/ds/) 6): The characters use the moments before the avalanche hits to find a place to shelter.

**Rewards and Consequences**

- **Rewards**: Characters that overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/) by fleeing manage to outrun the icy wall of death. Characters that overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/) by sheltering are now buried in the snow, but they can easily dig their way out once the avalanche passes.
- **Consequences**: If the characters fail to overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/) before the end of [Round](https://openadventurerpg.com/glossary/round/) 4 they are buried under the snow. Each character loses a number of [Body Points](https://openadventurerpg.com/glossary/body-points/) equal to the remaining [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/). The Adventure Guide may also introduce a new [Challenge](https://openadventurerpg.com/glossary/challenge/) [AS](https://openadventurerpg.com/glossary/as/) they are forced to dig their way out of the snow.

## **Towering Cliff**

*The characters must [Reach](https://openadventurerpg.com/glossary/reach/) the top of a towering cliff.*

| **[Challenge Points](https://openadventurerpg.com/glossary/challenge-points/):** | 10 |
| --- | --- |
| **[Protection](https://openadventurerpg.com/glossary/protection/):** | — |
| **Traits:** | — |
| **Actions**: | **Climb** ([DS](https://openadventurerpg.com/glossary/ds/) 5), **Damage** ([DS](https://openadventurerpg.com/glossary/ds/) 10) |
| **[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/):** | Wet, Wind |
| **Triggers:** | **[Round](https://openadventurerpg.com/glossary/round/) 2** (Rain) |
| **[Round](https://openadventurerpg.com/glossary/round/) Length:** | 1 minute |

The characters stand before a towering cliff. To [Reach](https://openadventurerpg.com/glossary/reach/) their goal and complete the [Encounter](https://openadventurerpg.com/glossary/encounter/), they must find a way to [Reach](https://openadventurerpg.com/glossary/reach/) the top.

**Actions**

- **Climb**([DS](https://openadventurerpg.com/glossary/ds/) 5): The cliff offers some handholds, but some are far apart. Climbing the cliff has a [Base Difficulty](https://openadventurerpg.com/glossary/base-difficulty/) Score of 5. On a [Critical Failure](https://openadventurerpg.com/glossary/critical-failure/) one of the climbers falls and loses [Body Points](https://openadventurerpg.com/glossary/body-points/) equal to the amount the [Critical Failure](https://openadventurerpg.com/glossary/critical-failure/) missed by.
- **Damage**([DS](https://openadventurerpg.com/glossary/ds/) 10): This is an exceptionally hard stone. If the characters want to hammer spikes or pitons into the cliff to add a [Benefit](https://openadventurerpg.com/glossary/benefit/) to their Climb [Action](https://openadventurerpg.com/glossary/action/) Scores, the [Base Difficulty](https://openadventurerpg.com/glossary/base-difficulty/) Score is 10.

**[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/)**

- **Wet**: The stone is slippery and wet due to a recent rainfall, adding a [Drawback](https://openadventurerpg.com/glossary/drawback/) to attempts to climb the cliff face.
- **Wind**: The wind at this altitude blows in fierce gusts, creating a [Drawback](https://openadventurerpg.com/glossary/drawback/).

**Triggers**

- **[Round](https://openadventurerpg.com/glossary/round/) 2**(Rain): If the characters have not overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/) by the end of [Round](https://openadventurerpg.com/glossary/round/) 2, on [Round](https://openadventurerpg.com/glossary/round/) 3 it begins to rain. This adds an additional [Drawback](https://openadventurerpg.com/glossary/drawback/) to any efforts to climb the cliff face or ascend by [Rope](https://openadventurerpg.com/glossary/rope/).

**Rewards and Consequences**

- **Rewards**: An ancient dagger wedged in the rocks, likely used by a previous climber to create a handhold near the top of the cliff. If the characters can remove it ([DS](https://openadventurerpg.com/glossary/ds/) 6), they find it’s a valuable antique dagger worth 20 [SP](https://openadventurerpg.com/glossary/sp/).
- **Consequences**: If the characters are unable to [Reach](https://openadventurerpg.com/glossary/reach/) the top of the cliff, they must find another way to achieve their goal.

**Trap: Deadfall**

*A pile of rocks tumble from the ceiling and land on the victim.*

| **[Challenge Points](https://openadventurerpg.com/glossary/challenge-points/):** | 3 |
| --- | --- |
| **[Protection](https://openadventurerpg.com/glossary/protection/):** | — |
| **Traits:** | — |
| **Actions**: | **Detect** ([DS](https://openadventurerpg.com/glossary/ds/) 4), **Disable**([DS](https://openadventurerpg.com/glossary/ds/) 6) |
| **[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/):** | — |
| **Triggers:** | **Trip Wire**(*Area of [Effect](https://openadventurerpg.com/glossary/effect/)* [DS](https://openadventurerpg.com/glossary/ds/) 10) |
| **[Round](https://openadventurerpg.com/glossary/round/) Length:** | 6 seconds |

A half-ton of stones are suspended precariously over the doorway. The trigger is a thin wire running from the hinges to a release mechanism. When the door opens, the stones fall on whoever steps through. 

**Actions**

- **Detect**([DS](https://openadventurerpg.com/glossary/ds/) 4): A deadfall is quite a crude trap and it is relatively easy to spot if someone looks for it. Detecting a trap does not reduce the [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/).
- **Disable** ([DS](https://openadventurerpg.com/glossary/ds/) 6): A deadfall is not complicated but it requires caution to avoid setting it off.

**Triggers**

- **Trip Wire**(*Area of [Effect](https://openadventurerpg.com/glossary/effect/)* [DS](https://openadventurerpg.com/glossary/ds/) 10): If a character sets off the trap, they must make a [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) 10 [Reaction](https://openadventurerpg.com/glossary/reaction/) Check. On a failure, they lose [Body Points](https://openadventurerpg.com/glossary/body-points/) equal to the amount by which they missed the [Reaction](https://openadventurerpg.com/glossary/reaction/) Check.

**Rewards and Consequences**

- **Rewards**: The character is wary of traps, and for the next hour they gain [Benefit](https://openadventurerpg.com/glossary/benefit/) to [Reaction](https://openadventurerpg.com/glossary/reaction/) Checks to avoid being injured by other traps they set off.
- **Consequences**: Loss of [Body Points](https://openadventurerpg.com/glossary/body-points/).

## **Trap: Pit**

*A 10-foot-deep pit opens beneath the victim.*

| **[Challenge Points](https://openadventurerpg.com/glossary/challenge-points/):** | 3 |
| --- | --- |
| **[Protection](https://openadventurerpg.com/glossary/protection/):** | — |
| **Traits:** | — |
| **Actions**: | **Detect** ([DS](https://openadventurerpg.com/glossary/ds/) 6), **Disable**([DS](https://openadventurerpg.com/glossary/ds/) 6), **Climb** ([DS](https://openadventurerpg.com/glossary/ds/) 9), **Jump** ([DS](https://openadventurerpg.com/glossary/ds/) 3) |
| **[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/):** | — |
| **Triggers:** | **Trap Triggered: Pit**(*Area of [Effect](https://openadventurerpg.com/glossary/effect/)* [DS](https://openadventurerpg.com/glossary/ds/) 12) |
| **[Round](https://openadventurerpg.com/glossary/round/) Length:** | 6 seconds |

A pressure plate triggers a pair of doors to open beneath the characters’ feet. The pit underneath is 10‘x10’ and 10’ deep. The size means it affects every character within [Reach](https://openadventurerpg.com/glossary/reach/) of the triggering character.

**Actions**

- **Detect**([DS](https://openadventurerpg.com/glossary/ds/) 6): It is relatively difficult to spot the trap since the doors blend in with the floor.
- **Disable** ([DS](https://openadventurerpg.com/glossary/ds/) 6): The size of the mechanism makes it somewhat difficult to disable.
- **Climb**([DS](https://openadventurerpg.com/glossary/ds/) 9): The sides of the pit are very smooth, so it is difficult to climb out.
- **Jump**([DS](https://openadventurerpg.com/glossary/ds/) 3): Characters may try to leap over the trap or over the open pit after the trap is triggered. Treat failed Jump Checks [AS](https://openadventurerpg.com/glossary/as/) landing on the trigger or falling into the pit ([AS](https://openadventurerpg.com/glossary/as/) described in Triggers).

**Triggers**

- **Trap Triggered: Pit**(*Area of [Effect](https://openadventurerpg.com/glossary/effect/)* [DS](https://openadventurerpg.com/glossary/ds/) 12): The floor opens and threatens to plunge the triggering character and anyone within [Reach](https://openadventurerpg.com/glossary/reach/) of the triggering character into the pit. Characters may make a [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) 12 [Reaction](https://openadventurerpg.com/glossary/reaction/) Check to avoid falling into the pit. On a failure, they lose [Body Points](https://openadventurerpg.com/glossary/body-points/) equal to the amount they rolled under the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/).

**Rewards and Consequences**

- **Rewards**: At the bottom of the pit are scattered bones [AS](https://openadventurerpg.com/glossary/as/) well [AS](https://openadventurerpg.com/glossary/as/) a leather satchel that split open, spilling 10 silver coins onto the floor.
- **Consequences**: Pain and suffering.

## **Trap: Spiked Pit**

*A 10-foot-deep pit with spikes lining the bottom opens beneath the victim.*

| **[Challenge Points](https://openadventurerpg.com/glossary/challenge-points/):** | 3 |
| --- | --- |
| **[Protection](https://openadventurerpg.com/glossary/protection/):** | — |
| **Traits:** | — |
| **Actions**: | **Detect** [DS](https://openadventurerpg.com/glossary/ds/) 6, **Disable**[DS](https://openadventurerpg.com/glossary/ds/) 6, **Climb** [DS](https://openadventurerpg.com/glossary/ds/) 9, **Jump** ([DS](https://openadventurerpg.com/glossary/ds/) 3) |
| **[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/):** | — |
| **Triggers:** | **Trap Triggered: Pit**(*Area of [Effect](https://openadventurerpg.com/glossary/effect/)* [DS](https://openadventurerpg.com/glossary/ds/) 12), **Trap Triggered: Spikes** (*Area of [Effect](https://openadventurerpg.com/glossary/effect/)* [DS](https://openadventurerpg.com/glossary/ds/) 6) |
| **[Round](https://openadventurerpg.com/glossary/round/) Length:** | 6 seconds |

A pressure plate triggers a pair of doors to open beneath the characters’ feet. The pit underneath is 10‘x10’ and 10’ deep. The size means it affects every character within [Reach](https://openadventurerpg.com/glossary/reach/) of the triggering character. The floor of the pit is covered with spikes.

**Actions**

- **Detect**([DS](https://openadventurerpg.com/glossary/ds/) 6): It is relatively difficult to spot the trap since the doors blend in with the floor.
- **Disable** ([DS](https://openadventurerpg.com/glossary/ds/) 6): The size of the mechanism makes it somewhat difficult to disable.
- **Climb**([DS](https://openadventurerpg.com/glossary/ds/) 9): The sides of the pit are very smooth so it is difficult to climb out. On a [Critical Failure](https://openadventurerpg.com/glossary/critical-failure/), the character falls and must attempt to avoid the spikes again (see Triggers).
- **Jump**([DS](https://openadventurerpg.com/glossary/ds/) 3): Characters may try to leap over the trap or over the open pit after the trap is triggered. Treat failed Jump Checks [AS](https://openadventurerpg.com/glossary/as/) landing on the trigger or falling into the pit ([AS](https://openadventurerpg.com/glossary/as/) described in Triggers).

**Triggers**

- **Trap Triggered: Pit**(*Area of [Effect](https://openadventurerpg.com/glossary/effect/)* [DS](https://openadventurerpg.com/glossary/ds/) 12): The floor opens and threatens to plunge the triggering character and anyone within [Reach](https://openadventurerpg.com/glossary/reach/) of the triggering character into the pit. Characters may make a [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) 12 [Reaction](https://openadventurerpg.com/glossary/reaction/) Check to avoid falling into the pit. On a failure, they lose [Body Points](https://openadventurerpg.com/glossary/body-points/) equal to the amount they rolled under the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/).
- **Trap Triggered: Spikes**(*Area of [Effect](https://openadventurerpg.com/glossary/effect/)*[DS](https://openadventurerpg.com/glossary/ds/) 6): Once a character fails their [Reaction](https://openadventurerpg.com/glossary/reaction/) Check to avoid falling into the pit, they must also make a second [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) 6 [Reaction](https://openadventurerpg.com/glossary/reaction/) Check to avoid landing on the spikes. On a failed [Reaction](https://openadventurerpg.com/glossary/reaction/) Check, the victim loses [Body Points](https://openadventurerpg.com/glossary/body-points/) equal to the amount they rolled under the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/). [AS](https://openadventurerpg.com/glossary/as/) per the rules, if the character is already at 0 [Body Points](https://openadventurerpg.com/glossary/body-points/) from the fall and they suffer additional damage from the spikes, they immediately suffer an additional Body [Wound](https://openadventurerpg.com/glossary/wound/).

**Rewards and Consequences**

- **Rewards**: At the bottom of the pit are scattered bones [AS](https://openadventurerpg.com/glossary/as/) well [AS](https://openadventurerpg.com/glossary/as/) a leather satchel that split open spilling 50 silver coins onto the floor.
- **Consequences**: Pain and suffering.

## **Wind Tunnel**

*Clever engineering fills this tunnel with a powerful wind that holds the characters back.*

| **[Challenge Points](https://openadventurerpg.com/glossary/challenge-points/):** | 6 |
| --- | --- |
| **[Protection](https://openadventurerpg.com/glossary/protection/):** | — |
| **Traits:** | — |
| **Actions**: | **Climb** ([DS](https://openadventurerpg.com/glossary/ds/) 6), **Muscle** ([DS](https://openadventurerpg.com/glossary/ds/) 9) |
| **[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/):** | Lightweight, Poor Traction |
| **Triggers:** | **Event: Failed [Action](https://openadventurerpg.com/glossary/action/)**(Lost Progress),**Event: [Critical Failure](https://openadventurerpg.com/glossary/critical-failure/)**(Knockback and Injury) |
| **[Round](https://openadventurerpg.com/glossary/round/) Length:** | 6 seconds |

A powerful wind blasts down this tunnel toward the characters. The tunnel is a [Stone Throw](https://openadventurerpg.com/glossary/stone-throw/) [Long](https://openadventurerpg.com/glossary/long/), and the wind emanates from a pair of massive vents at the far end. The characters are expected to work together to overcome the [Challenge](https://openadventurerpg.com/glossary/challenge/), and when the [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) are reduced to zero, all the characters have safely reached the end of the tunnel.

**Actions**

- **Climb**([DS](https://openadventurerpg.com/glossary/ds/) 9): Characters may wish to use climbing techniques to pull themselves along the floor or wall.
- **Muscle**([DS](https://openadventurerpg.com/glossary/ds/) 12): Characters may try to just walk up the tunnel, using sheer muscle to push forward through the wind.

The Adventure Guide may wish to award Benefits to characters who use clever techniques for overcoming the wind, such [AS](https://openadventurerpg.com/glossary/as/) building a wedge to deflect the wind to either side or roping the party together so it’s harder for the wind to send one of them blowing down the tunnel.

**[Drawbacks](https://openadventurerpg.com/glossary/drawbacks/)**

- **Lightweight**: The Adventure Guide may wish to apply a [Drawback](https://openadventurerpg.com/glossary/drawback/) to the [Action](https://openadventurerpg.com/glossary/action/) Scores for small, lightweight characters.
- **Poor Traction**: Characters not wearing shoes or whose foot wear is especially smooth may suffer a [Drawback](https://openadventurerpg.com/glossary/drawback/).

**Triggers**

- **Event: Failed [Action](https://openadventurerpg.com/glossary/action/)**: If a character fails an [Action](https://openadventurerpg.com/glossary/action/) Check intended to reduce the [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/), the character must make a [Strength](https://openadventurerpg.com/glossary/strength/) Check with a [DS](https://openadventurerpg.com/glossary/ds/) equal to the amount by which they missed the [Action](https://openadventurerpg.com/glossary/action/) Check. On a success they make no progress but are otherwise unaffected. On a failure, increase the [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) by +1, up to the maximum of 6, to represent lost progress [AS](https://openadventurerpg.com/glossary/as/) the wind pushes them back.
- **Event: [Critical Failure](https://openadventurerpg.com/glossary/critical-failure/)**: If the character suffers a [Critical Failure](https://openadventurerpg.com/glossary/critical-failure/) on an [Action](https://openadventurerpg.com/glossary/action/) Check to reduce the [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/), increase the [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) by +2, up to the maximum of 6, to represent the lost progress [AS](https://openadventurerpg.com/glossary/as/) the wind pushes them back. In addition, they are knocked prone and hit the ground hard. Treat the fall [AS](https://openadventurerpg.com/glossary/as/) a successful [Attack](https://openadventurerpg.com/glossary/attack/) Check against the character with an [Effect](https://openadventurerpg.com/glossary/effect/) equal to the amount they rolled under the [Difficulty Score](https://openadventurerpg.com/glossary/difficulty-score/) for their [Action](https://openadventurerpg.com/glossary/action/) Check. Body Armor reduces the [Effect](https://openadventurerpg.com/glossary/effect/).

**Rewards and Consequences**

- **Rewards**: At the far end of the tunnel, off to one side, is a passage that leads out of the wind’s path. At the end of a passage is a small room where the characters can safely rest. The wind tunnel is a formidable obstacle and it keeps most intruders away, especially unintelligent creatures.
- **Consequences**: Delays and injury.
