The Challenge Library includes a collection of pre-built Challenges which demonstrate ways to use the Core Rules to create an exciting 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 written here, adapt them to the needs of the Adventure, or simply use them AS inspiration for ways to utilize the Core Rules to create brand new Challenges.
The Challenge Library does not include Adversary Challenges. For a listing of Adversaries see Appendix E: NPCs and Adversaries.
Reading the Entries #
This is an example of a Challenge entry.
- Challenge Name: The name of the Challenge.
- Challenge Summary: A short summary of the Challenge.
- Challenge Overview: An overview of the traits and attributes of the Challenge.
- Challenge Points: The suggested Challenge Points for the Challenge.
- Protection: Protections that reduce or cancel the Effect of Action Checks made to overcome the Challenge.
- Traits: A list of the Challenge’s special traits.
- Actions: A list of Actions players are likely to use when attempting to overcome the Challenge, and the recommended Base Difficulty Score for that Action.
- Drawbacks: Ideas for Drawbacks the Adventure Guide may wish to apply to the Difficulty Scores for characters’ Actions.
- Triggers: Triggers to make the Challenge more exciting.
- Round Length: The suggested Round Length when resolving the Challenge.
- Description: A detailed description of the Challenge and additional information about the traits and attributes listed in the Challenge Overview.
- Rewards and Consequences: Suggestions of rewards and consequences for overcoming, or failing to overcome, the Challenge.
Build a Shelter #
A storm is coming and the characters must build a shelter for Protection.
| Challenge Points: | 6 |
| Protection: | None |
| Traits: | Timed (4 hours) |
| Actions: | Survival (DS 6) |
| Drawbacks: | — |
| Triggers: | — |
| 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 (4 hours): The characters need to complete the shelter before the storm hits.
Actions
- Survival (DS 6): Characters make Survival Checks based on the Primary Attribute most appropriate to the Action they describe. Characters might use Strength to cut branches, Deduction to identify the safest place to build the shelter, or Intuition to notice where animals shelter during storms.
Rewards and Consequences
- Rewards: The characters safely shelter from the storm. They gain a Benefit to an 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 to the Difficulty Scores for physical Action Checks.
Calm the Mob #
The characters must stop an angry mob from executing an innocent man due to a misunderstanding.
| Challenge Points: | 6 |
| Protection: | — |
| Traits: | Escalating (1 CP) |
| Actions: | Calm (DS 6), Deceive (DS 5), Intimidate (DS 9), Reason (DS 5) |
| Drawbacks: | — |
| Triggers: | 10 CP (Failure) |
| 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 (1 CP): The crowd continues to grow angrier if they aren’t calmed. At the end of each Round, increase the Challenge Points by 1.
Actions
- Calm (DS 6): The characters may try to calm the crowd’s heightened emotions.
- Deceive (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 on the characters on a Critical Failure.
- Intimidate (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, Intimidate risks angering the crowd or building persistent ill will.
- Reason (DS 5): A well-reasoned argument might be enough to talk the mob out of their plans to execute the man.
Triggers
- 10 CP (Failure): If the 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 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: | 8 |
| Protection: | — |
| Traits: | — |
| Actions: | Dig (DS 3), Wriggle (DS 12) |
| Drawbacks: | Light, Size, Tools |
| Triggers: | Failed Checks (Injury) |
| Round Length: | 15 minutes |
A cave-in blocks the passage in front of the characters.
Actions
- Dig (DS 3): The characters are forced to dig their way out.
- Wriggle (DS 12): There are small openings between the rocks. Characters may attempt to wriggle through the gaps to the other side.
- Light: Insufficient Light makes it difficult to clear the passage, adding a Drawback to Difficulty Scores.
- Size: Characters larger than a small child who attempt to wriggle through the gaps in the stones suffer a Drawback to their Wriggle Check.
- Tools: Makeshift tools or tools not suited to the work add a Drawback to the Dig Difficulty Score.
Triggers
- Failed Checks (Injury): The stones are very unstable. On a failed Dig Action Check, the character’s work dislodges more stones which tumble down onto the character. The character loses Body Points equal to the amount they rolled under the Difficulty Score. On a Critical Failure, everyone working to clear the cave-in loses Body Points by the amount the acting character rolled under the 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 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: | 5 |
| Protection: | — |
| Traits: | Linked |
| Actions: | Cure (DS 12), Treat (DS 6) |
| Drawbacks: | Continued Exposure |
| Triggers: | — |
| Round Length: | 1 day |
This Challenge is 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 4 Toughness Check or contract the disease. Characters cure the disease AS a group, but each infected character is a separate Challenge.
A character infected with Filth Fever feels generally unwell and has a high fever. Until Cured or Treated, they suffer a Drawback to all Difficulty Scores.
Traits
- Linked: The negative effects of the disease only impact the infected character.
Actions
- Cure (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 6): On a successful Treat Check, the Linked character may ignore the Drawback to Difficulty Scores for one day. Only one attempt at Treating the disease is allowed each day.
- Continued Exposure: If the character is continually exposed to the conditions that caused the disease, apply a 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: | 12 |
| Protection: | — |
| Traits: | — |
| Actions: | Bribe (DS 4), Question (DS 6), Research (DS 9), Search (DS 10) |
| Drawbacks: | — |
| Triggers: | Round 3 (Noticed), Round 5 (Moved) |
| Round Length: | 1 hour |
An evil cult is operating in the city and the characters must find their hideout.
Actions
- Bribe (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 9.
- Question (DS 6): Characters may apply their social skills to question people about the cult. Typically, questioning relies on Presence.
- Research (DS 9): The characters may search the city archives for information about the cult.
- Search (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 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.
- Round 5 (Moved): The cult moves their hideout to a new location, so even if the characters reduce the 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: | 5 |
| Protection: | — |
| Traits: | — |
| Actions: | Bribe (DS 4), Deceive (DS 6), Sneak (DS 9) |
| Drawbacks: | Appearance, Equipment |
| Triggers: | — |
| 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 4): The guards are poorly paid and are susceptible to bribery. The character gains a Benefit for every 5 SP they offer the guards.
- Deceive (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 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.
- Appearance: Ragged, dirty, or poor clothing applies a Drawback to Actions where the guards interact with the characters.
- Equipment: Armed characters suffer a Drawback to Actions where they interact with the guards. The 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 involving combat with the guards.
Navigate the Forest #
The characters must find their way through a dense forest.
| Challenge Points: | 10 |
| Protection: | — |
| Traits: | Timed (10 rounds) |
| Actions: | Navigate (DS 9) |
| Drawbacks: | Thick Canopy |
| Triggers: | End of Round (+1 Orc), End of Round (Random Encounter Roll) |
| Round Length: | 1 hour |
Orcs are gathering in the north to launch an Attack on the characters’ home village. The characters plan to ambush the orcs before they gather their full Strength, but the longer it takes to Reach the orcs, the greater their numbers.
Traits
- Timed (10 Rounds): If the characters have not reduced the Challenge Points to 0 before the end of Round 10, they are too late to ambush the orcs.
Actions
- Navigate (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.
- 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 to the Difficulty Score.
Triggers
- End of Round (+1 Orc): The orc warband begins with 5 orcs. At the end of each Round, add another orc to the warband.
- End of Round (Random Encounter Roll): Roll 1d6. On a roll of 1 the characters Encounter one of the monsters that live in the forest.
Rewards and Consequences
- Rewards: The characters ambush the orcs before they Reach their full Strength. They get a free Round of Actions before the orcs can react.
- Consequences: If the characters fail to overcome the Challenge before the end of Round 10, the orcs set out to Attack the village. This could trigger a race to catch the orcs before they Reach their destination, or it could mean the orcs Reach the village before the characters.
Poison: Fireblood #
A brutal injected poison that makes the victim feel like their veins are burning.
| Challenge Points: | 5 |
| Protection: | Immunity (Special) |
| Traits: | Escalating (2/hour), Linked |
| Actions: | Reduce Escalation (DS 2), Cure (DS 12) |
| Drawbacks: | — |
| Triggers: | End of Round (-1 BP) |
| 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 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 to the Difficulty Scores of all the character’s Action Checks. If they partake in any physical activity that raises their heart rate, the pain increases, and the character suffers an additional Drawback to all Actions until their heartrate returns to normal.
- 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 (2/hour): The poison is harder to cure the longer the character is suffering from the effects.
- Linked: The effects are Linked to the character who is poisoned.
Actions
- Reduce Escalation (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 has a minimum time of 1 hour, but the character may maintain the Reduce Escalation on a successful Action Check.
- Cure (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 (- 1 BP): The character loses 1 BP at the end of each hour their poisoning persists. This loss temporarily lowers the character’s maximum Body Points until they are cured. If their maximum Body Points reaches 0 from the triggered losses, at the end of each hour they take a Body 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 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: | 5 |
| Protection: | — |
| Traits: | Linked |
| Actions: | Cure (DS 6) |
| Drawbacks: | — |
| Triggers: | — |
| 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 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 forces the victim to use a Major Action to move. The Effect lasts for one hour or until cured.
Traits
Actions
- Cure (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 Check (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: | 10 |
| Protection: | — |
| Traits: | Timed (10 Rounds) |
| Actions: | Research (DS 12) |
| Drawbacks: | — |
| Triggers: | — |
| 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 (10 Rounds): At the end of the Round 10, the library closes for the day and the characters lose access to this repository of knowledge.
Actions
- Research (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 or Assist other characters. Alternatively, creative players may find unique solutions, such AS using 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: | 6 |
| Protection: | — |
| Traits: | Escalating (2 CP) |
| Actions: | Reduce Escalation (DS 2), Repair (DS 12) |
| Drawbacks: | — |
| Triggers: | CP 12 (Ship Sinks) |
| 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 (2 CP): At the end of every Round the ship takes on water, increasing its Challenge Points by 2.
Actions
- Reduce Escalation (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 to the Difficulty Score.
- Repair (DS 12): Repairing a sinking ship in the water is extremely difficult.
Triggers
- CP 12 (Ship Sinks): If the Challenge reaches 12 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: | 10 |
| Protection: | — |
| Traits: | Timed (4 rounds) |
| Actions: | Flee (DS 6), Shelter (DS 6) |
| Drawbacks: | — |
| Triggers: | — |
| Round Length: | 6 seconds |
A massive avalanche is descending on the characters. They have just 4 Rounds to overcome the Challenge or face costly consequences.
Traits
- Timed (4 Rounds): If the characters have not reduced the Challenge Points to 0 before the end of Round 4, they fail to overcome the Challenge and face the listed Consequences.
Actions
- Flee (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 to the Difficulty Score.
- Shelter (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 by fleeing manage to outrun the icy wall of death. Characters that overcome the 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 before the end of Round 4 they are buried under the snow. Each character loses a number of Body Points equal to the remaining Challenge Points. The Adventure Guide may also introduce a new Challenge AS they are forced to dig their way out of the snow.
Towering Cliff #
The characters must Reach the top of a towering cliff.
| Challenge Points: | 10 |
| Protection: | — |
| Traits: | — |
| Actions: | Climb (DS 5), Damage (DS 10) |
| Drawbacks: | Wet, Wind |
| Triggers: | Round 2 (Rain) |
| Round Length: | 1 minute |
The characters stand before a towering cliff. To Reach their goal and complete the Encounter, they must find a way to Reach the top.
Actions
- Climb (DS 5): The cliff offers some handholds, but some are far apart. Climbing the cliff has a Base Difficulty Score of 5. On a Critical Failure one of the climbers falls and loses Body Points equal to the amount the Critical Failure missed by.
- Damage (DS 10): This is an exceptionally hard stone. If the characters want to hammer spikes or pitons into the cliff to add a Benefit to their Climb Action Scores, the Base Difficulty Score is 10.
- Wet: The stone is slippery and wet due to a recent rainfall, adding a Drawback to attempts to climb the cliff face.
- Wind: The wind at this altitude blows in fierce gusts, creating a Drawback.
Triggers
- Round 2 (Rain): If the characters have not overcome the Challenge by the end of Round 2, on Round 3 it begins to rain. This adds an additional Drawback to any efforts to climb the cliff face or ascend by 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 6), they find it’s a valuable antique dagger worth 20 SP.
- Consequences: If the characters are unable to 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: | 3 |
| Protection: | — |
| Traits: | — |
| Actions: | Detect (DS 4), Disable (DS 6) |
| Drawbacks: | — |
| Triggers: | Trip Wire (Area of Effect DS 10) |
| 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 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.
- Disable (DS 6): A deadfall is not complicated but it requires caution to avoid setting it off.
Triggers
- Trip Wire (Area of Effect DS 10): If a character sets off the trap, they must make a Difficulty Score 10 Reaction Check. On a failure, they lose Body Points equal to the amount by which they missed the Reaction Check.
Rewards and Consequences
- Rewards: The character is wary of traps, and for the next hour they gain Benefit to Reaction Checks to avoid being injured by other traps they set off.
- Consequences: Loss of Body Points.
Trap: Pit #
A 10-foot-deep pit opens beneath the victim.
| Challenge Points: | 3 |
| Protection: | — |
| Traits: | — |
| Actions: | Detect (DS 6), Disable (DS 6), Climb (DS 9), Jump (DS 3) |
| Drawbacks: | — |
| Triggers: | Trap Triggered: Pit (Area of Effect DS 12) |
| 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 of the triggering character.
Actions
- Detect (DS 6): It is relatively difficult to spot the trap since the doors blend in with the floor.
- Disable (DS 6): The size of the mechanism makes it somewhat difficult to disable.
- Climb (DS 9): The sides of the pit are very smooth, so it is difficult to climb out.
- Jump (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 landing on the trigger or falling into the pit (AS described in Triggers).
Triggers
- Trap Triggered: Pit (Area of Effect DS 12): The floor opens and threatens to plunge the triggering character and anyone within Reach of the triggering character into the pit. Characters may make a Difficulty Score 12 Reaction Check to avoid falling into the pit. On a failure, they lose Body Points equal to the amount they rolled under the Difficulty Score.
Rewards and Consequences
- Rewards: At the bottom of the pit are scattered bones AS well 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: | 3 |
| Protection: | — |
| Traits: | — |
| Actions: | Detect DS 6, Disable DS 6, Climb DS 9, Jump (DS 3) |
| Drawbacks: | — |
| Triggers: | Trap Triggered: Pit (Area of Effect DS 12), Trap Triggered: Spikes (Area of Effect DS 6) |
| 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 of the triggering character. The floor of the pit is covered with spikes.
Actions
- Detect (DS 6): It is relatively difficult to spot the trap since the doors blend in with the floor.
- Disable (DS 6): The size of the mechanism makes it somewhat difficult to disable.
- Climb (DS 9): The sides of the pit are very smooth so it is difficult to climb out. On a Critical Failure, the character falls and must attempt to avoid the spikes again (see Triggers).
- Jump (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 landing on the trigger or falling into the pit (AS described in Triggers).
Triggers
- Trap Triggered: Pit (Area of Effect DS 12): The floor opens and threatens to plunge the triggering character and anyone within Reach of the triggering character into the pit. Characters may make a Difficulty Score 12 Reaction Check to avoid falling into the pit. On a failure, they lose Body Points equal to the amount they rolled under the Difficulty Score.
- Trap Triggered: Spikes (Area of Effect DS 6): Once a character fails their Reaction Check to avoid falling into the pit, they must also make a second Difficulty Score 6 Reaction Check to avoid landing on the spikes. On a failed Reaction Check, the victim loses Body Points equal to the amount they rolled under the Difficulty Score. AS per the rules, if the character is already at 0 Body Points from the fall and they suffer additional damage from the spikes, they immediately suffer an additional Body Wound.
Rewards and Consequences
- Rewards: At the bottom of the pit are scattered bones AS well 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: | 6 |
| Protection: | — |
| Traits: | — |
| Actions: | Climb (DS 6), Muscle (DS 9) |
| Drawbacks: | Lightweight, Poor Traction |
| Triggers: | Event: Failed Action (Lost Progress), Event: Critical Failure (Knockback and Injury) |
| Round Length: | 6 seconds |
A powerful wind blasts down this tunnel toward the characters. The tunnel is a Stone Throw 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, and when the Challenge Points are reduced to zero, all the characters have safely reached the end of the tunnel.
Actions
- Climb (DS 9): Characters may wish to use climbing techniques to pull themselves along the floor or wall.
- Muscle (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 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.
- Lightweight: The Adventure Guide may wish to apply a Drawback to the Action Scores for small, lightweight characters.
- Poor Traction: Characters not wearing shoes or whose foot wear is especially smooth may suffer a Drawback.
Triggers
- Event: Failed Action: If a character fails an Action Check intended to reduce the Challenge Points, the character must make a Strength Check with a DS equal to the amount by which they missed the Action Check. On a success they make no progress but are otherwise unaffected. On a failure, increase the Challenge Points by +1, up to the maximum of 6, to represent lost progress AS the wind pushes them back.
- Event: Critical Failure: If the character suffers a Critical Failure on an Action Check to reduce the Challenge Points, increase the Challenge Points by +2, up to the maximum of 6, to represent the lost progress AS the wind pushes them back. In addition, they are knocked prone and hit the ground hard. Treat the fall AS a successful Attack Check against the character with an Effect equal to the amount they rolled under the Difficulty Score for their Action Check. Body Armor reduces the 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.
