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Hellhole

The players prepare to enter Floor Collapse this event can


into the pit. Players will have to be dodged if they are in the front or
determine who is what order because back of the group D7/S2. Failure or
the tunnels are only 3 man wide on unable to dodge will result in being
the first level and only 2 man wide on stuck in a hole in the ground. The hole
the second level and 1 man wide on will start to fill up with fluid. The
the third. Ever a check is made to character can attempt to escape on
search for the spirits 1 random their own D8/S3 or with aid D5/S2.
environmental problem happens to a After 2 turns the walls will become
pack member. coated in corrosive fluid and after 4
turns it will become a puddle.
Environmental Problems
As the players enter into the
Walls are corrosive and deal 1 cave they will start to understand that
aggravated damage on contact. this location is part of the spirit world
Prolong contact deals 1 aggravated and will need to start tracking the
damage per turn spirits inside.
Puddles these pools of liquid Tracking the first spirit
are highly flammable and corrosive
dealing 1 aggravated damage on The first level the players will
contact. Prolong contact deals 1 have to hunt down 2 Bane Spirits and
aggravated damage per turn clear them out be for descending into
the next level. The banes are hiding
Roof Collapse can be dodged
(D8/S3). Every failed roll causes the
at D7/S2, failure deals 3 lethal damage
person who failed to succumb to the
Thin Air in this area players spirits effect. This effect forces the
can use up all the available air. There character to make a rage check as
is a pool of points which is the amount they hear their own pack members
of air which is 20 points. Talking takes talking about them in insulting ways
up 1 point per sentence. Moving takes which they only can hear. Once
2 points combat 4 points. Perception defeated the pack can head deeper
check can be made at 20 points into the mine. This will also reduce the
(D8/S2) and 10 points (D4/S1). damage of the fluid from aggravated
to lethal.
Combustion if at any time
anyone sparks the mine the whole On the second level the
mine will deal 30 aggravated damage players know there should be a few
at one time. This will permanently more banes but cant seem to find
scare anyone who survives the them. The pack will find it hard to see
damage. and smell (-3 to perception and
attacks) due to a chemical haze in the
Wall Cave-in this event will air. There will be 4 banes that have to
deal 1 aggravated damage on contact be dealt with before descending
and 1 additional damage each turn the further down. The Banes on level 2 are
character is stuck in it. Removing the hiding. (D8/S3). The other 2 are
target will take a strength check pretending to be a stalactite and
(D6/S3). stalagmite. The can only be identified
Hellhole

by an investigation roll (D8/S3). These Frenzy


banes have an effect up that if anyone (D6/S4)
fails to hit their target has a chance of
hitting another pack member or the Ajaba: Frenzy difficulty 6.
fluid coated wall/puddle. Once Bastet: Frenzy difficulty 6.
defeated the whole mine will shake as Corax: Frenzy difficulty 6.
they find out there is something bigger Gurahl: Frenzy difficulty 8, and five
deeper in to the mine. This will remove successes are needed to frenzy.
the flammable nature of the fluid Gurahl are normally incapable of
leaving it only toxic to prolonged fox frenzy.
exposure (3+ Rounds) and will taint Kitsune: Rage rolls difficulty 6, and
the subject. Kitsune are normally only capable
of fox frenzy.
On the third level in the Middle Mokol: Frenzy difficulty 6.
Umbra they will discover a Bane who Nagah: Frenzy as Garou. Rage rolls
has been corrupting the mine. Here in are always difficulty 7, or 6 near
the Umbra the mine is toxic and has polluted water.
thin air pockets everywhere players
Ratkin: Frenzy difficulty 6.
have only a limited time to end the
threat (3 rounds + Stamina). The air is
thick and coated which makes
speaking hard to do. Players must
clear their throats every 2 words. Also
anyone wounded here must roll to
prevent chemical burns which taint
the subject if not cleansed within 3
rounds. This taint prevents 1 point of
Gnosis from being used and reduces
number of success to frenzy by 1.
This is a cumulative effect per wound.
Once the final Bane is slain the
Hellhole will began to separate from
the gateway the players came in. Also
the whole mine will start to crumble.
The Entire pack will have to escape.
During this event each pack member
will need to roll to avoid environmental
hazards. Each Pack member will roll 1
D10 for the third level 2 for the second
and 3 for the first. Failure to escape
will strand the pack member in the
Labyrinth near the Abyss.

(1-3) Roof collapse


(4-6) Wall cave in
(7-9) Floor collapse.
(10) All 3 Events
Hellhole

Banes

Gaffling of Toxic Chemicals Jaggling of the Toxic Mine

Rage 6 Rage 9
Gnosis 7 Gnosis 7
Willpower 5 Willpower 7
Power 25 Power 50

Charms Charms

Airt Sense Armor


Armor Blast
Corruption Paralyzing Stare
Paralyzing Stare Umbralquake
Possession

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