xarrul rework
This commit is contained in:
@@ -1,6 +1,6 @@
|
||||
# Character Secrets — Hidden Boons, Goals & the Web of Lies
|
||||
|
||||
*Every patron in the Burnt Tongue walked in carrying something. So do the players. Hand each PC a secret at the start of the night, and the tavern stops being a place they're visiting — it becomes a place they came here to* **do something** *in, and a place where the person beside them might be working against them.*
|
||||
*Every patron in the Nether Inn walked in carrying something. So do the players. Hand each PC a secret at the start of the night, and the tavern stops being a place they're visiting — it becomes a place they came here to* **do something** *in, and a place where the person beside them might be working against them.*
|
||||
|
||||
---
|
||||
|
||||
@@ -19,7 +19,7 @@ Two rules shaped this rewrite, both aimed at a **oneshot**:
|
||||
|
||||
Give each player **one dossier**, privately, at the start of Act 1. Then read this aloud to the **whole table**:
|
||||
|
||||
> *"Each of you came to the Burnt Tongue tonight for a reason you haven't told the others. Some of those reasons help each other. Some of them cannot both come true. Trust accordingly."*
|
||||
> *"Each of you came to the Nether Inn tonight for a reason you haven't told the others. Some of those reasons help each other. Some of them cannot both come true. Trust accordingly."*
|
||||
|
||||
That single line does most of the work. Now everyone knows *someone* is playing an angle — they just don't know who, or which.
|
||||
|
||||
@@ -77,7 +77,7 @@ Each has four parts: **Boon** (an asset you have now) · **Goal** (your secret o
|
||||
> **The Catch — CROSS.** Someone at this table wants that thing freed and walking out the front door. They are working against you, whether they've said a word or not. And a second person needs it alive long enough to *ask it a question* — kill it too soon and you make an enemy you didn't plan on.
|
||||
|
||||
### 5. The Recruit
|
||||
> **Boon — The Order's Regard.** You carry a hidden **Lambent Order eye-in-flame pin**. Shown to a cultist, it marks you as one of the faithful — they speak candidly, and treat you as a promising prospect.
|
||||
> **Boon — The Order's Regard.** You carry a hidden **Order of Mending pin**. Shown to a cultist, it marks you as one of the faithful — they speak candidly, and treat you as a promising prospect.
|
||||
>
|
||||
> **Goal — Prove Your Worth.** Tonight is your test. Bring the Order something real — knowledge of the thin point, a captured edge over the assassins, or proof you'll cross a hard line for the cause.
|
||||
>
|
||||
@@ -88,7 +88,7 @@ Each has four parts: **Boon** (an asset you have now) · **Goal** (your secret o
|
||||
### 6. The Blackmailed One
|
||||
> **Boon — Sealed Orders.** You carry a warded cult letter you can't open — but a cultist who sees it knows to *deal with you carefully.* Once, this buys you a cultist's silence or a favor extracted through fear.
|
||||
>
|
||||
> **Goal — Obey, or Break the Chain.** The Lambent Order holds something over you — a secret, or someone you love. Tonight one of their people will make you *earn* their silence: help the cause once (aid the recruit, sabotage the assassins, plant something incriminating). **Comply — or find the courage to break free.**
|
||||
> **Goal — Obey, or Break the Chain.** The Order of Mending holds something over you — a secret, or someone you love. Tonight one of their people will make you *earn* their silence: help the cause once (aid the recruit, sabotage the assassins, plant something incriminating). **Comply — or find the courage to break free.**
|
||||
>
|
||||
> **Payoff — *immediate, either way.***
|
||||
> - **Comply:** the Order releases its hold and pays you off — they burn the evidence and press a **_Potion of Greater Healing_ and 30 gp** into your hand, plus a genuine cult ally for the rest of the night.
|
||||
@@ -112,7 +112,7 @@ Each has four parts: **Boon** (an asset you have now) · **Goal** (your secret o
|
||||
### 8. The Mourner
|
||||
> **Boon — Old Instinct.** You've been in rooms like this before. Once, declare you **"saw it coming"** — gain advantage on one save or check against a surprise, ambush, or betrayal.
|
||||
>
|
||||
> **Goal — Find Out What Happened.** Someone you loved took a "cleaner" job in this city years ago and never came home. Tonight you learned Orenn and Mags were *the* cleaners. Find the truth — it's written on the [Vault](../location/deep-cellar.md#the-vault-treasure-room) trophies, the ash-jar names, or the corpse in [Cell Two](../location/deep-cellar.md#cell-two--the-long-dead). **The one who can tell you the whole of it is the prisoner in the cellar.**
|
||||
> **Goal — Find Out What Happened.** Someone you loved took a "fixer" job in this city years ago and never came home. Tonight you learned Orenn and Mags were *the* fixers. Find the truth — it's written on the [Vault](../location/deep-cellar.md#the-vault-treasure-room) trophies, the ash-jar names, or the corpse in [Cell Two](../location/deep-cellar.md#cell-two--the-long-dead). **The one who can tell you the whole of it is the prisoner in the cellar.**
|
||||
>
|
||||
> **Payoff — *immediate.*** With the truth comes their keepsake — a **memento of the dead**. Once before dawn, **reroll any one d20 (yours or, if it would honor them, an ally's)**, taking the new result. Closure, and their luck, passed to you.
|
||||
>
|
||||
|
||||
Reference in New Issue
Block a user