Now even if the monsters are not Great, they may still be triggered by the players actions. Survival instincts kick-in. Use the same conditions are previously presented but instead of a modifier to combat going forward, the monster adds an extra challenge. GM this is your time to add some excitement to the story narrative.
1 or less: The group faces a physical, quite exhausting barrier. The monster may have spun webs, thrown up an earthen breastwork, broken through the floor or ground creating pitfalls, conjured magical walls of fire, water or stone, etc. The obstacle adds a Baseline hazard of rating Early, Sobering, Grim or Showstopper as found in Conrad’s Fantasy based on party leader’s level. Each character that fails to overcome the obstacle’s Skill requirements and passes his efforts (Skills in-play) on to the next suffers Environmental Harm.
2: Monster falls behind defenses. It might activate a devious trap, fell a tree, break a bridge, cause the ground to shutter, and present something hazardous to overcome. This obstacle requires all professional Skills to be removed from play. If the party does not have any at the moment, all party members continue Stunned with a minus one penalty to dice rolls. If this occurs twice, treat as event three.
3: Monster has you flanked, even a solitary creature has you pinned and unable to range in movement. This obstacle requires all professional and specialist Skills to be removed from play. If the party does not have any at the moment, each character of the group suffers lingering Bleeder walking injury. If this occurs twice, treat as event four.
4: The group seems to be missing a critical bit of information or the monster is morphing before their very eyes. This conundrum requires all specialist Skills to be immediately removed from play. If the party does not have any at the moment, then add a Special Attack Threat. If this occurs twice, treat as event five.
5: The group seems to be afflicted by magic that slows or befuddles. This requires all specialist and acclaim Skills to be immediately removed from play. If the party does not have any at the moment, then a random player takes his choice of either a Spirit or Vicious wound. If this occurs twice, treat as event six.
6: The minions of the monster attack without regard to their own safety. All Skills are immediately removed from play. If the battle is against just one adversary, treat as event seven. Otherwise, all the mortal minions combine to deliver a Bruise/Cuts to each player. All the minions with any Immunity, under the Boss, will deliver a Bleeder to each player. After this, all minions are dead, no matter how many there were.
7: The group is mystified by outsider warnings, inscriptions that glow in the chamber or sky, by the monster’s indifference to threat. The very gods seem to be wanting more significance to this battle. All Skills are immediately removed from play. The monster adds one Immunity that it does not already have. If it already is all four Immunity, perhaps add powerful enemy minions to the fight. GM decides. Each time this sidebar action occurs, previous Immunity can be restored or more minions arrive.
8 or more: Apocryphal acts occur. This is less the monsters you’re facing and more the intervention of an outside demonic force or godling. Check an Achievement that you’re absolutely hated by something. Maybe adventure and find out that caustic deity’s name. All Skills are immediately removed from play. Each player around the table must roll unmodified Task. No magic items or Glory Pips apply as benefits. No True Magic may be used here to cancel this action. Fail and suffer Combat Harm but the roll is made as D8+ 8. Fail with doubles here should cause event sixteen on Harm table.