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Obstacles

Aid for the PnP version of the Duskwall Heist Deck by Andrew Shields

The printed deck has fifty obstacle cards that describe something that could make an area more
dangerous. On the back of those cards, there are suggestions to make the challenge more difficult (+) or
easier (-).

For print and play, you can draw the obstacle card with the information on the front, then refer to this
chart to see what would normally be printed on the back. Adjust the obstacles to taste!

Armor Hosts
A single powerful (relatively sane) spirit can flit The ghost(s) that animate the armor are
from armor to armor, backed up by two slave murderous and difficult to control. The guardians
spirits. The guardian can form an can play a chime to recall them to a restraining
electroplasmic face in the helmet to sneer at prism.
+ intruders. -
The suits of armor are old, battered, and prone
A swarm of spirits are eager to take their turn to physical failure.
in armor. When one tires another drops in.
Ceaseless patrol.

Brutal Sadists
Several of them are skilled in both torture and Their ugly tactics and poorly chosen victims have
interrogation; they extract secrets from earned them (and their employer) enemies in
intruders. A side business in blackmail helps lots of unexpected places.
them avoid legal trouble.
+ -
They really, really like to drink.
They are hardened veterans, exceptionally
tough and dangerous. They aim to
incapacitate.

Caul Piercers
Those affected will trail life energy like a They all look alike and are similarly placed,
wounded fish bleeding in the water; demons relying on surprise to be effective.
and ghosts alike will investigate the scent.
+ -
They are only on the main treasure.
They are worked into important doorknobs,
strategic ledges, and concealed flooring.

Centipedes
When one attacks it releases a scent that They are bright yellow and red, and hiss before
enrages others nearby, so they tend to swarm. striking, giving all the warning possible.
+ - All the guardians and neighbors carry the
They are excellent swimmers, and they hunt in antidote, the local apothecary knows what you
bog-like areas under the surface. need.
Obstacle Card Backs

Close-Knit Guard Network


They are connected to a larger sponsoring Nepotism has pulled in some really incompetent
organization that would seek vengeance if guards.
they are attacked or insulted, and also offer
+ them favors. - Endless drama from working with family and
friends.
They speak in code and have passwords that
include safewords and warnings.

Coldrooms
A dead whisper leads them, countering The guarded area is vulnerable to weather
defensive charms and magic, sniffing out conditions. It is sharp in the cold, but almost
breath even if heat is concealed, dueling any dormant in the heat.
supernatural defense.
+ -
A relatively simple spirit bane charm can keep
The guarded area is powerfully warded and them at bay if created in tune with the site.
underground where temperature is easy to
maintain.

Collapsing Ceilings
Hidden mechanisms can raise the block back The stone dropped long ago. Site guardians or
up to the ceiling, so the trap can be reused (or intruders have developed ways to climb over it
defeated remotely.) or get past it. Other blocks may still be
untriggered, but some of them are no longer
+ -
More than one block falls; the first one cuts off dangerous.
escape, then death seems inevitable.
More like a mine collapse, difficult to control and
possible to tunnel past.

Combination or Trick
Powerful runic work or enslaved ghosts make The combination or solution to the puzzle is in a
the obstacle difficult to smash or trick--the scholarly work, and can be found or bought
right combination or object must be used to ahead of time.
+ bypass it. -
The solutions are painfully obvious to someone
Clues and needed items are spread across a with the right upbringing and background.
large estate, or multiple estates.

Compulsive Detail Focus


There are other elements of the defended site Everyone knows that they fall apart if things
that require their focus, like a pattern of deviate from the pattern, like distractions or
stepping over tiles to avoid triggering traps or chaos.
complex combination locks or dozens of cells
+ with dangerous prisoners. - The locals pick on them when they are off duty,
teasing them for their compulsions. They have
They are trusted with specialty items like enemies, and could use friends.
firearms or charms because they are
responsible with them.

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Obstacle Card Backs

Contact Needles
The needles are only corporeal to those who They are not well maintained. Many have
touch them without wearing a certain amulet. snapped off, and few retain much poison.
Important site guardians are immune to the
+ needles. - They are only on the most important objects or
the most useful trap objects (like a chair for
Anything important or at an unguarded entry guests.)
point is going to be festooned with needles.

Convict Public Service


Serving here is a known post among criminals, Convicts are eager to assist anyone with enough
both a resume builder and networking site. Coin or pull to secure their pardon and freedom.
Angering these guards could bring
consequences from unexpected directions in The convicts are bullied and sullen, as much a
+ -
the criminal underworld. hindrance to defenders as a defense themselves.

Hand picked as the hardest and deadliest,


these criminal guards are canny and tough.

Cursed Treasure
The haunting is so deadly that it drives most All the bad luck waiting in the wings (unfinished
victims to suicide within a week. Resourceful clocks from foes, poorly protected stashes, jilted
scoundrels with access to spirit traffickers have lovers, false identities) go wrong in quick
days to somehow break the hold. Others are succession. Then the curse is over.
+ -
doomed.
A competent occultist can break the curse as a
Electroplasmic poisoning begins, and within a down time project with a four segment clock.
week the scoundrel will become a vampire.

Darkrooms
Another guardian lurks in the dark and takes While annoying, they do no real damage, and
advantage of the distraction to steal from forewarned scoundrels may prepare
intruders, perhaps killing them too. unbreakable light sources or supernatural dark
vision.
+ -
The ghosts are aggressive, pushing intruders.
Surroundings include long drops, spikes, There is enough ambient light to see.
mazes, or other hazards difficult to navigate in
darkness.

Dartus Weed
Hounds with chemically toughened hides The weeds are young. Darts can be stopped with
patrol the weed banks, brutally killing thick leather.
intruders.
+ - Weed banks are out of the way of defended
Weed banks are cultivated strategically, valuables, but too close to very annoyed
flanking important doorways or draped over neighbors who may hold a grudge.
arborwalks, straggling along verges.

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Obstacle Card Backs

Demonic Mutations
They share a supernatural connection and can They become physically impressive, but their
sense when other demonic guards are in minds are lost to incoherent lusts and fury.
trouble.
The rest of the staff resent or fear the demonic
+ They are highly resistant to normal damage. - guards. Loyalty and morale are low among
They may be vulnerable to supernatural mundane employees.
attacks or a specific allergy (silver, garlic, salt,
etc.) Or, they may be resistant to supernatural
attacks instead.

Dreamspore Shrooms
A more intense strain, these can knock out Other guardians come here recreationally, their
those who succumb, and give them vivid effectiveness reduced.
dreams for several hours.
+ -
The spores are weak and easier to resist.
They are placed near other guardians as well
as hazards like a steep drop or running water.

Dynastic Hive
The ghosts are legally protected, like They are out of control, and few dare to enter
landmarks or artwork. Damaging them is a the site now (or it is abandoned.)
serious crime.
+ - They will not harm family members (but may not
Some of the more powerful or canny ghosts react well to hostages.)
are still somewhat sane collaborators with the
site owners.

Enchanted Prosthetics
All guards have some adept training and spirit Only one use between recharges.
bane charms, alert against supernatural forces.
The guards are mostly old or broken, relying on
+ -
Veteran guards have learned to tune to their reputation and supernatural energy to be
prosthetics to get an additional effect, like life effective.
detection or firing energy blasts.

Excellent Locks
Everything is locked, and all the locks are good. The locks are in poor repair, of variable quality
Somebody had a real lock problem. after indifferent maintenance and many
intrusion attempts.
+ -
The locks involve supernatural components,
like hidden keyholes or paralyzing energy. Very fancy locks, but they are padlocks, and bolt
cutters can circumvent the problem.

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Obstacle Card Backs

Floormesh
The building’s architecture assumes use of The pit is not cleaned, the area near it stinks
floormesh, the carpets are woven to look like heavily of corpserot. The mesh sags visibly.
floormesh so the guardians don’t have to
cover the actual pits. Floormesh is mostly hung like tapestries, living
+ -
decorations, rather than forming pit traps.
The mesh itself has venomous thorns in it, so
stepping on it or falling through poisons the
target.

Feral Pen
Most of the feral guards are killers, possibly The rest of the site guards hate the feral pen and
haunted, and extremely dangerous. ignore it as best they can.
+ -
This pet project is as much art and religion as It is as much prison hospice as guard dog kennel.
defense, and has support from a variety of Its victims are weak, sick, and starving.
decadent aristocrats in positions of power.

Fighting School
The school itself is an impressive fortress or This is an off-site shrine or expansion, where
defense. they send troublemakers and those they can’t
eject for political or financial reasons.
+ -
The school has an impressive alumni network
that visits occasionally and would avenge Leadership is riddled with rivalries and power
wrongs to the honor of the school. struggles. Outsiders know some details.

Ghost Crystal Topiary


Certain of the most powerful bushes can Left unprotected at one point, the garden was
uproot and move around like living green raided by thieves after the ghost crystals. Few
golems driven by electroplasmic energy. crystals are left in the shaggy bushes.
+ -
The bushes hardly move, but the powerful Incompetent handling has drained most of the
energies of the crystals make ghosts much power from the crystals.
more coherent and powerful in the garden.

Ghostport Lock
The locks are hidden and trapped. Messing The ghostport lock has been a fad several times
with the lock could hollow the intruder in Duskwall. Each time, there was some mass
(tearing the spirit out of the body) or other production, and a key to a similar lock might
unpleasantness. work with a little help.
+ -
The precise location of the lock must be The owner may have stiffed a whisper locksmith
known, and it is not near what it is locking. on the fee, or otherwise offended the expert,
who is knowledgeable and disgruntled.

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Obstacle Card Backs

Great Cats
The cats are trained to alert guards (or wear There is only one, with a regular feeding time
charm jewelry to alert supernatural guardians) and place.
when they detect intruders with their keen
+ senses. - The cats are well fed and lazy, mostly for show
unless provoked.
Massive old trees draped with moss, or many
ledges and overlooks, provide the cats cover.

Hunting Ghostpack
The ghost leader feels all life force in its The attack is purely psychological, killing with
hunting ground, knowing its location. supernatural fear. The effect can be resisted.

+ The hunt can only rise when certain conditions - They are summoned and directed by a command
like anniversaries, moon phases, etc. are met. artifact like a hunting horn or special weapon. If
However, they have a treasure that can only someone else tunes to the weapon, control (and
be taken from them when they manifest. its obligations) may shift to a new bearer.

Hunting Spiders
They are mostly trained, their handler using a Little lasting harm at first; paralyzed prey is
slide whistle to give orders to hunt, attack, dragged back to a lair and webbed up. You have
withdraw, or guard. a day or so to rescue the prey before the spider
injects acid into the web bundle so it can drink
+ -
The color of the stone, the shape of the its victim.
underbrush, the leaf litter--everything matches
the spider color scheme and hides its The poison is weak and easy to resist, requiring
movement. several successful bites to put a human down.

Keenshrooms
They are strategically placed to surprise The keenshrooms were placed too close to
intruders; inside doors, on ceilings, in alcoves, trafficked paths inside or outside the defended
behind statues. site. Constant false alarms dull vigilance.
+ -
Masses of keenshrooms have been allowed to Too far from site defenders, their keens are
coat walls or fill rooms, and their keen is seldom investigated.
strong enough to deafen or kill.

Lightning Walls
The equipment is properly installed, its The walls guard a few key access points, but
vulnerable parts behind the energy curtain, there are multiple ways around.
directly guarding what needs protecting.
+ - The walls are installed poorly, so their machinery
The lightning walls attract loose spirits, is vulnerable from the outside while it is on. If no
intruders may also have to contend with other guards are present, they can be wrecked.
confused ghosts.

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Obstacle Card Backs

Mastiff Pack
Each one is precious to the site owner, who Their trainers abused them badly in training
will tirelessly seek vengeance if they are hurt. them to attack. They will turn on their handlers if
the handlers lose their special tunics, whistles,
The pack masters are elite veterans with and gloves.
+ -
firearms and excellent tracking and hunting
skills. They aren’t really mastiffs, they are just big
rangy dogs. They mostly run around on their
own, their handlers are usually drunk.

Murder Holes
Murder holes are automated with self- The walls are wooden, and determined captives
slamming doors and pre-boiling oil, so a few can break through to face their attackers.
defenders can trap and/or kill many intruders.
+ -
This area does not have enough staff to monitor
The whole layout is built with many murder intruders and make best use of murder holes.
hole areas to deter invasion.

Murder Tree
The chorus of semi-aware spirits that fuel the No one can communicate with the murder tree,
tree are enslaved by one domineering will. The or control it, so it is isolated from other
tree is as coherent as a person. defenses.
+ -
Multiple murder trees are connected by roots The tree sleeps most of the time, and it is
and share knowledge with each other (and any difficult to rouse it to fighting fury.
other site guardians.)

Panopticon
The lenses are hidden in mirror frames, The guardians watching the mirrors are
statues, and other decor. They are difficult to somewhat lax.
spot.
+ -
Over time, many lenses have not been replaced
The lenses can see into the Ghost Field as well, or repaired. Views are limited.
observing ghosts or occult work, and life force.

Performance Enhancers
As dealers, the guards are difficult to bribe or Their peddling of illegal drugs has made enemies
intimidate, as they have money and prestige. among bluecoats and inspectors.

+ Guards can medicate flexibly, with concoctions - The guards are junkies. Their employer uses
to enhance perception (even to see the addiction to control them, keeping them near
supernatural,) gain combat prowess, or heal. the edge. They are often distractible or
unconscious.

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Obstacle Card Backs

Pit Traps
Fist sized tunnels connect pits. Predatory The pits drop into a lower area, mostly
creatures (crabs, snakes, spiders, rats) scurry abandoned except for predators. It is possible to
to devour victims. find a way out.
+ -
Once someone falls into the pit the covers The pits are mostly open and filled with junk.
close again, and will not open until unlocked.

Possession Gate
The only way to be free is to die, undergo The condition can be reduced with a resist roll,
electroplasmic surgery while dead, and be but still is likely a 6 segment clock to clear.
revived. Otherwise the curse is protected by
the victim’s life force. The curse haunt would rather have a host ally
+ - than kill its victim, and may bargain for shared
The haunting spirit tries to take possession control.
once a day or so, sending the host into a
blackout and acting out vicious crimes against
allies, loved ones, and bluecoats.

Retractable Spikes
After doing their killing work, they retract, and The mechanisms are not well maintained.
the launch points are not obvious. Sometimes they don’t work, and when they do,
there is a screech and they are a bit slow.
+ The spears are slathered with some toxin, -
further affecting the victim. The spears are designed to pin an intruder in
place, to be interrogated and punished, rather
than to kill outright.

Secret Doors & Spyholes


Ongoing rearrangement and construction Frequent use has made secret doors easier to
means old information from plans or people spot. Poor baffling of lights may reveal spyholes
ages out fast. in use.
+ -
Supernatural locks and keys mean that triggers Current residents are only aware of some
and spyholes and seams may not be visible in secrets; intruders may use back ways to elude
the material world at all. security.

Shadow Lanterns
Guards are trained to tune into the life force The lanterns can be rendered blind by properly
energy to also hear conversations of the life tuning a spiritbane charm while near one.
shadows. Guards can tune into the life force
energy to know the owner’s current location, if Every sunrise wipes all traces of past life forces,
+ -
in the defended area. and they only work at night.

Untended lanterns can be set to transmit


detection of a life force to a nearby guardian.

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Obstacle Card Backs

Shadow Rooms
The access point to the shadow rooms is an Transitioning from the material world to the
enchanted lock, its location is known and shadow rooms involves certain proscribed
guarded. movements; cross the courtyard three times,
then back down stairs with eyes closed (for
+ -
The shadow rooms are only connected to the example.) Too many people know the formula.
material world a few times a year, or less.
The current site owners do not know these
rooms exist.

Shock Grips
The shock grips are numerous and concealed, The shock grips are connected to control boxes
connected to their energy source through the and energy sources by cables.
Ghost Field.
+ -
Shock grips are marked by a rune, and shiny, and
The shock is designed to stop the heart and kill also give out a palpable hum of energy. They are
the victim (possibly setting hair on fire.) easy to detect.

Snatchweed
Snatchweed is cultivated in areas where A sign warns of the hazard, as required by law.
intruders must enter the water to get past
other obstacles. This particular breed of snatchweed recoils from
+ -
salt; put enough on the surface and tendrils
The bottom of the water has two foot spikes, recoil.
victims are pulled down onto them.

Spirit-Infused Art
One or more guardians has a signet ring tuned One spirit per art piece, and each spirit has its
to the haunted art pieces, and can hear what own unbalanced personality.
they whisper as they spy.
+ - Unhinged art is violent, so it has to be shrouded
The ghosts inhabiting the art can move from or restrained when guardians go through the
one piece to another, following intruders or defended area.
retreating to report.

Starving Fog
The fog strengthens the Ghost Field, making The fog is generated by an artifact. If the artifact
ghosts within it more powerful. is neutralized so is the fog.
+ -
The fog can move, summoned or controlled by Those with the proper energy keyed amulet or
other guardians to provide backup or help other trinket are invisible to the fog.
search.

Sweat Nectar
Many prepared corpses are stashed in Only a few corpses are left to revive.
unexpected places, bursting into combat when
rejuvenated. The site is difficult to keep hot enough to extract
+ -
the necessary sweat from intruders.
Once they rise, the desiccated spirit-ridden
corpses will chase intruders until they can’t.

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Obstacle Card Backs

Thirstclimber
The site has guard creatures that track by Annoyed locals keep it trimmed back on outside
scent and are drawn to attack things that smell walls periodically in spite of the guardian’s
bloody. threats.
+ -
Thirstclimber is cultivated at the mid-point of a Guards know the ingredients to make a special
really difficult climb. paste, and the symbol to paint on skin with it, to
protect from the plant’s effects. A former guard
might share the secret.

Thirsty Thorns
The thorns are poisonous, inflicting some A custom amulet tuned to their life energy turns
condition on those who fail to resist. the thorns away, allowing its bearer to push
Possibilities include sleep, death by choking, through them unharmed. A site defender may
blinding blood from the eyes, or paralysis. have one, or one could be made.
+ -
The thorns are considered a gardening They are old and brittle, dying by inches and
achievement, with some fame and support as neglected.
local culture.

Venomous Snakes
Knee-deep plants and elevation shifts The snakes dislike a certain whistle tone. Let out
intentionally make it difficult to see snakes. a blast occasionally and they’ll stay away.
+ -
Other guardians have a side business in selling A former employee knows how guardians got
venom and meat and hides. They have venom around the site with minimal risk of snakes.
blowdarts and poisoned daggers.

Vine Curtains
Many curtains and roots of different sizes The site owner does not have legal permission to
(some quite big) connect back to a central bulb have the vine curtains, so they are only used
somewhere in the defense site. inside.
+ -
The vines also have a contact poison that The vine curtains grow wild and the lazy site
makes their target go limp for 10-60 minutes. owner does not keep them trimmed back, so
other guards must stay away from them.

Zealots
The defended site includes a shrine or temple. Mandatory prayer times, unclean objects or
Violating the site angers offended places left uninspected, and restricted areas may
worshippers. create holes in security.
+ -
Serving as a site guardian is part of a religious Enemies of their religion may offer help to
duty. Unexpectedly seasoned warriors or embarrass, discredit, or injure the zealots.
important people may serve as lowly guards
for a time.

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