When using a threat, make sure everyone knows their Stats. They don’t
need to know what the threats do specifically, but that information isn’t hidden either - if someone asks what the Burning Building’s Fire Everywhere stat does, let them know. The threats will usually follow from the stats, but maximum clarity is allowed and preferred. The tension (usually) comes from how they deal with an enemy, not in figuring out how the enemy works.
If a player wants more information than the stat block provides,
they’ll need to Look Closely at them or Speak Softly with them. If an enemy is hidden or has a stat about being stealthy or mysterious, you can make an exception, and not tell them anything until the mystery is solved or the enemy reveals themselves.
However, some enemies are sneakier than others, and their moves are
Secret. Secret Threats do not reveal their stats or what they do until it
becomes relevant. Usually, only Traps will be Secret, but some wily or particularly dangerous enemies can also have Secrets. Secrets can be revealed through player action, such as Looking Closely or when it would make sense to be revealed, but otherwise, their moves are known only to the Overlord.
Set Pieces are always Secret, but only the parts they haven’t seen yet. As soon as part of a Set Piece becomes relevant, reveal the entirety of that part to the players. Some Set Pieces have you choose from several options - only reveal the options the players are actually facing, and only when they come across them. If the players find that the secret of the Haunted Forest is the ravenous beasts that hunt among the woods, they don’t need to know the other potential secrets - you can surprise them with those later on, in a different haunted forest, perhaps.
Several threats are underneath a type of army the Overlord holds. The Overlord can only make use of the threats underneath their Army for advancing their personal goals. Those threats signify the Overlord is directly involved. However, the Overlord player can use any threat in this chapter to challenge the fellowship - threats outside the Overlord’s army are not under the Overlord’s control, but there’s plenty of reason a Fire Giant or a Gang of Zombies might confront the fellowship even without an Overlord telling them to. This entire chapter is your Arsenal, even if only some of it bears your signature and acts to your will.
Barriers
Barriers are those threats that get in your way and are not alive things. They are common at all points of the story, but especially during a Journey. Some Overlords love to use Barriers, especially traps, while other Overlords find them pointless and a waste of time.
Arrow Trap: Thwip! You’ve been shot! This trap isn’t necessarily mechanical -
an archer or gunner in hiding can also be an Arrow Trap.
This threat is Secret.
Hidden Trap: When a player in range of the trap makes a Move, the
Overlord can reveal this trap to make them pay a price. This trap will continue to threaten its area until this stat is damaged. The trap is no longer Secret. Broken Bridge: The bridge is out.
Shoddy Construction: The bridge cannot be crossed unless it is repaired. Long Way Around: There's another way across, but it isn't close.
Burning Building: Everything is on fire and it's all falling apart.
Fire Everywhere: Nowhere is safe in here. Everyone who makes a Move
inside the burning building must Pay A Price, or else they roll in Despair. Anyone immune to fire is immune to this threat.
Falling Apart: Whenever anyone does anything reckless or fails a Move
while inside the burning building, a route becomes closed off by the building falling apart. A hole opens up in the floor, or a wall collapses in front of you, that kind of thing.
Falling Block Trap: The ceiling has suddenly collapsed! This threat is Secret.
Hidden Trap: When a player has to pay a price, the Overlord can instead
damage this stat to have it drop on them. The trap is no longer Secret.
Pile of Rubble: This trap leaves a pile of rubble behind, blocking off a
passageway. The person who triggered the trap, along with everyone right next to them, immediately takes 2 damage and are buried, unless they
Overcome or Get Away from the falling rubble. Anyone buried is unable to move
without outside help, unless they are very tough. The passage remains blocked until this stat is damaged.
Magic Barrier: You can’t get through here. There’s some kind of glowing blue
wall in your way.
Really Tough: A Magic Barrier is extremely difficult to harm and can’t be
damaged. Anything that would not destroy them has no effect on the barrier.
Some Shall Pass: Barriers are designed to keep out all but a few. This
barrier will allow people with a certain characteristic to pass, such as those carrying the right rune or know the password, or those who are Elves or Elf- Friends, or it won’t let Dwarves pass. Every barrier has different criteria for entry, and figuring it out may let you through.
Pit Trap: The ground is suddenly not ground, and that sucks. This threat is Secret.
Hidden Trap: When a player has to pay a price, the Overlord can instead
damage this stat to put them into the pit. The trap is no longer Secret.
Long Way Down: Falling in or being knocked into the pit deals 1 damage
to anyone who can't slow their fall somehow.
Poison Trap: Poison is extremely dangerous and will hinder even the mightiest
warriors. When using poison, choose only one type of Poison from the lists below. Don’t use all of them, that’s rude.
This threat is Secret.
Hidden Trap: When a player takes damage from a trap or dangerous
enemy, the Overlord can damage this stat to poison them. Anyone else damaged by the same source becomes poisoned with the same poison.
Curse-Touch: This dark poison leaves a burning wound that does not
heal. The damage they took is Necrotic.
Elfsbane: This crippling poison slows their movements considerably. The
victim gains the Slow tag. When they heal, they may remove the Slow tag instead of healing any damage.
Ogretooth Rot: This nauseating poison makes them ill and weak, for a
time. They gain the Drunk (All) tag for the rest of the scene.
Snake Venom: The only way to fight this deadly poison is to devote
everything you have to it. For the rest of this scene, the victim must damage one of their stats every time they roll the dice.
Spiderfang: This localized venom numbs and paralyzes around the point
of entry. An affected arm falls limp and useless, a leg cannot support you, a hand cannot hold anything, and if it hits your head, you fall unconscious.
Spike Trap: Spikes poke out from the walls, floors, ceiling... It’s bad. This threat is Secret.
Hidden Trap: When a player has to pay a price, the Overlord can instead
damage this stat to deal 1 damage to them. The trap is no longer Secret.
Danger Zone: The spikes have very specific places they threaten, and they
will stab anyone entering their danger zone. Anyone entering a danger zone immediately takes 1 damage. This is a Hard Cut and cannot be reacted to - the damage is instant.
Taboo: “Do no harm,” the sigil says. Heed this warning.
Do No Harm: This place is under a spell of protection. The trigger will be
labeled all throughout the area - “Do No Harm” and “Do Not Enter” are popular ones, but the command can be anything. Anyone who breaks the taboo will be punished immediately.
The punishment can come in many forms, but once it is revealed, it must be consistent. If breaking the taboo summons a golem, it will always summon a golem, no matter who breaks it. Common punishments are immediate damage, immediate banishment (either from the zone or into a holding area elsewhere), or summoning monsters to attack the transgressor. Golems, undead, and demons are the most common defenders of a taboo.
The Taboo will always have a source somewhere around the center of its area. A spell scroll or magic crystal is common. If this source is destroyed or taken away from its place, damage this stat, and the taboo ends.