Spider's Parlour
From West Of Vipers Gate
Won't you step into my parlour?
Are you afraid?
Each character entering must answer these two questions:
- Are you afraid of S-S-S-Sp-Sp-Spiders?
- Are you afraid of The Monster In The Dark
For each yes, gain the relevant trait and 1 Fate point immediately.
Traversing the lair
Play will be broken down into Turns. Each turn, each PC gets 1 Move, and the Spider earns one Move. Once the PCs have accumulated 12 Progress between them, they have arrived safely at their destination.
PC Moves
- Into the Dark: Gain 1 Progress, no test required.
- A Wary Eye: Ob 3 Perception/Ob 2 Observation test
- Success: Spider does not get move for turn
- Failure: +1 Ob to next test (only player that makes the move)
- Gather (a là Hex Crawl)
- Fear Not The Dark: Perception/Observation vs Camouflage (pool is G10 with two call-ons)
- Success: Ambush the Spider — 1 fight action per player then Fight!
- Failure: Ambushed by the Spider — Spider gets an action then Fight!
Spider Moves
The Spider accumulates 1 Move each turn, but may choose not to spend it immediately in order to spend on bigger actions.
1 Move:
- Harry: Force PCs to consume a ration
- Tripline: Test as per Monster Burner. Failure means PC takes +1 Ob to next test. Any failure grants +1 Move to the spider, but can't take it now
- Web of Fear: Force Steel tests. Failures are at +1 Ob for Hesitation actions
2 Moves:
- Web: As per monster burner. Once webbed, can only spend actions to escape.
- Web wall: Can't gain Progress until breached or found a way around. Each attempt is an action.
3 Moves:
- Fight!