diff --git a/core/beat.mjs b/core/beat.mjs index 7f3e09a..53c2af8 100644 --- a/core/beat.mjs +++ b/core/beat.mjs @@ -47,7 +47,7 @@ export function buildArea({ skeleton, planned, pack, pressure, rng, baneBeat = n because: situation.because, offer: situation.offer, } : null, - truth: `${FACET_TRUTH[fs.facet] ?? ''}. ${skeleton.knot.transgression}`, + truth: (t => t ? t[0].toUpperCase() + t.slice(1) : '')(FACET_TRUTH[fs.facet] ?? ''), decision, encounter: planned.heat diff --git a/core/render.mjs b/core/render.mjs index df8b625..3cc8380 100644 --- a/core/render.mjs +++ b/core/render.mjs @@ -3,6 +3,9 @@ import { skeletonBlurb } from './skeleton.mjs'; const cap = s => (s ? s[0].toUpperCase() + s.slice(1) : s); +/** The appeasement, in the compact form used inside an area. */ +const skeletonAppeasement = d => `${d.skeleton.appeasement.attribute} ${d.skeleton.appeasement.successes}: ${d.skeleton.appeasement.move}`; + /** Costs read as English in a GM document, never as JSON. */ const cost = c => { if (!c) return 'free'; @@ -63,77 +66,66 @@ export function renderMarkdown(d) { L.push(''); for (const a of d.areas) { + const S = a.situation; + const rv = a.decision?.resolve ?? {}; + const R = a.encounter?.roster; + L.push(`### AREA ${a.index} — ${a.name}`); - L.push(`*${a.role} · facet: ${a.facet}${a.encounter ? ` · encounter: ${a.encounter.heat}` : ' · no encounter'}` + - `${a.hoard ? ` · hoard: ${a.hoard}` : ''}*`); + L.push(`*${a.role} · ${a.facet}${a.encounter ? ` · ${a.encounter.heat}` : ''}${a.hoard ? ` · ${a.hoard}` : ''}*`); L.push(''); - L.push('**Cue** — *assemble aloud; these are fragments, not read-aloud text*'); - for (const c of a.cueFragments) L.push(`- ${c}`); + + // ONE opening: image, situation and the automatic clue as a single thing to read aloud from. + // Previously these were three stacked blocks; the review's word for the whole document was + // "integration" — image, situation, pressure and choice reading as one, not as components. + const opening = [ + a.cueFragments.map(c => cap(c)).join('. ') + '.', + S ? `${cap(S.occupant)} is ${S.doing} — when you walk in, ${S.onArrival}.` : '', + a.clue.automatic ? `None of it is accident — it was done this way on purpose.` : '', + ].filter(Boolean).join(' '); + L.push(`> ${opening}`); L.push(''); - if (a.situation) { - const S = a.situation; - L.push(`**The situation.** ${S.occupant} — ${S.doing}.`); - L.push(`**When you walk in:** ${S.onArrival}.`); - L.push(`- *Why (GM):* ${S.because}`); - L.push(`- *What it offers:* ${S.offer}`); + + const gm = [ + S ? `${cap(S.because)}.` : '', + a.truth ? `${a.truth.replace(/\.?$/, '.')}` : '', + ].filter(Boolean).join(' '); + L.push(`**GM.** ${gm}`); + if (S) L.push(`**They can:** ${S.offer}. \`[${skeletonAppeasement(d)}]\` also works here, as everywhere.`); + L.push(`**Looking closer:** ${a.clue.extra.replace(/^\[VANITY: /, '`[').replace(/\]/, ']`')}`); + L.push(''); + + // The decision on one line where it can be: attempt → hit → miss → or. + L.push(`**${cap(a.decision.cue)}.** *${a.decision.cost}.*`); + if (rv.roll) { + L.push(`\`[${rv.roll}]\` → ${rv.success}`); + L.push(`**Miss** → ${rv.failure}`); + } + if (rv.orElse) L.push(`**Or** ${rv.orElse}.`); + L.push(''); + + if (R) { + L.push(`**${cap(a.encounter.heat)} — ${R.line}.** Harmed by ${R.harmedBy}` + + `${R.harmedBy.includes('ONLY') ? ' — **say so before initiative**' : ''}. *${R.avoid}.*`); + L.push(''); + L.push('| Foe | atk | def | Grit | Nerve | |'); + L.push('|---|---|---|---|---|---|'); + for (const f of R.foes) L.push(`| ${f.n}× ${f.name} | ${f.atk} | ${f.def} | ${f.grit} | ${f.nerve} | ${f.note} |`); L.push(''); } - L.push(`**Truth.** ${a.truth}`); - L.push(''); - if (a.clue.automatic) { - L.push(`**The clue is automatic:** ${a.clue.automatic}.`); - L.push(`${a.clue.extra}`); - L.push(''); - } - L.push(`**The decision.** ${a.decision.cue} — *${a.decision.cost}*`); - const rv = a.decision.resolve; - if (rv) { - if (rv.roll) { - L.push(`- **Attempt it:** \`[VANITY: ${rv.roll}]\``); - L.push(`- **Success:** ${rv.success}`); - L.push(`- **Failure:** ${rv.failure}`); - } - L.push(`- **Or simply:** ${rv.orElse}`); - } - L.push(''); - if (a.encounter) { - const R = a.encounter.roster; - L.push(`**Encounter — ${a.encounter.heat}.** ${R ? R.line : a.encounter.kind}`); - if (R) { - L.push(''); - L.push('| Foe | atk | def | Grit | Nerve | |'); - L.push('|---|---|---|---|---|---|'); - for (const f of R.foes) L.push(`| ${f.n}× ${f.name} | ${f.atk} | ${f.def} | ${f.grit} | ${f.nerve} | ${f.note} |`); - L.push(''); - L.push(`- **Harmed by:** ${R.harmedBy}${R.harmedBy.includes('ONLY') ? ' — **say this before initiative**' : ''}`); - L.push(`- **Avoidable:** ${R.avoid}`); - } - L.push(`- *Forge:* \`forgeEncounter({heat:"${a.encounter.heat}", hoard:false, post:false, folderId})\``); - } - if (a.hoard) L.push(`**Hoard.** Tier **${a.hoard}**.`); + if (a.temptation) { const t = a.temptation; - L.push(`**Temptation — ${t.id}.** ${t.cue}`); - L.push(`- *Benefit:* ${t.benefit}`); - L.push(`- *Accept:* ${cost(t.acceptanceCost)} · *Use:* ${cost(t.useCost)}`); - L.push(`- *Standing:* ${t.standingDrawback}`); + L.push(`**${cap(a.hoard)} hoard.** **${cap(t.id)}** — ${t.cue}: ${t.benefit}.`); + L.push(`*Take it ${cost(t.acceptanceCost)}; using it costs ${cost(t.useCost)}; while you carry it, ${t.standingDrawback}.*`); + L.push(''); + } else if (a.hoard) { + L.push(`**${cap(a.hoard)} hoard.**`); + L.push(''); } - L.push(''); - L.push(`**Attention trigger:** ${a.trigger}.`); - if (a.baneBeat) { - const rules = { - flattery: ['whoever performs the appeasement', 'each time it is used', 'repeatable'], - noticing: ['whoever lingers on their own reflection', 'once per hero here', 'repeatable across areas'], - relicUse: ['whoever spends the relic', 'each use', 'repeatable'], - announcing: ['the whole party', 'once, on entering loudly', 'once only'], - refusal: ['whoever refuses the offer', 'once', 'once only'], - }; - const [who, when, rep] = rules[a.baneBeat] ?? ['a hero', 'once', 'once only']; - L.push(`**Bane beat — ${a.baneBeat}.** Who: *${who}*. When: *${when}*. ${rep}. Say it aloud when it banks.`); - } - L.push(`**Fallback route.** ${a.fallback.route} — cost: ${a.fallback.cost}.`); - L.push(''); - L.push(`*Failure case.* ${a.failureCase}`); + + // Everything the GM needs but never reads aloud, on one line. + const beat = a.baneBeat ? ` · bane beat: ${a.baneBeat}` : ''; + L.push(`\`trigger: ${a.trigger}${beat} · fallback: ${a.fallback.route} (${a.fallback.cost}) · if skipped: ${a.failureCase.replace(/^If they skip this, /, '')}\``); L.push(''); L.push('---'); L.push(''); diff --git a/core/test.mjs b/core/test.mjs index e726883..ca5def9 100644 --- a/core/test.mjs +++ b/core/test.mjs @@ -126,5 +126,27 @@ t('every area arrives as a situation', noSit === 0, `${noSit} bare areas`); t('situations come from the delve\'s own motif', offMotifSit === 0, `${offMotifSit} off-motif`); t('no repeated situation inside one delve', dupSit === 0, `${dupSit}/40`); +// the subtraction pass must remove BLOCKS, not information +let lost = []; +for (let i = 0; i < 20; i++) { + const d = generateDelve({ pack, seed: `keep-${i}`, areas: 6 }); + const md = renderMarkdown(d); + for (const a of d.areas) { + const must = [ + ['situation', a.situation?.occupant], ['onArrival', a.situation?.onArrival], + ['because', a.situation?.because], ['offer', a.situation?.offer], + ['decision', a.decision?.cue], ['orElse', a.decision?.resolve?.orElse], + ['trigger', a.trigger], ['fallback', a.fallback?.route], + ['temptation', a.temptation?.cue], ['roster', a.encounter?.roster?.line], + ]; + for (const [name, v] of must) { + if (!v) continue; + const probe = String(v).replace(/^./, c => c.toUpperCase()); + if (!md.includes(String(v)) && !md.includes(probe)) lost.push(`${name}@a${a.index}`); + } + } +} +t('subtraction removed blocks, not information', lost.length === 0, lost.slice(0,4).join(', ') || 'all fields still rendered'); + console.log(`\n${pass} passed, ${fail} failed`); process.exit(fail ? 1 : 0); diff --git a/samples/gilded-court-404.md b/samples/gilded-court-404.md index 88122cd..15d50eb 100644 --- a/samples/gilded-court-404.md +++ b/samples/gilded-court-404.md @@ -41,175 +41,133 @@ On success it goes first, and The Silent Host will not open hostilities first. --- ### AREA 1 — The Threshold Stones -*approach · facet: institution · no encounter* +*approach · institution* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- a stair too grand for the door it serves -- the queue disturbed — three of the dead pushed aside +> A stair too grand for the door it serves. The queue disturbed — three of the dead pushed aside. One of the Host is reading out an order of precedence to an empty hall — when you walk in, it pauses and asks where you fall in it. None of it is accident — it was done this way on purpose. -**Truth.** this is how the place was ordered, and it still is. The Patient Lord bound a procession by oath they could not break, so that someone would always go behind them. +**GM.** The list must be read in full before anyone may proceed. This is how the place was ordered, and it still is. +**They can:** name your own place in the order and it will be honoured, exactly. `[Poise 2: stand aside and let it go ahead of you]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**The clue is automatic:** a stair too grand for the door it serves — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when +**Banners in strict order, and one you could move.** *reordering them opens a way and insults everyone buried here.* +`[Wits 2]` → you reorder them correctly and a way opens +**Miss** → you reorder wrongly and insult everyone buried here: +1 Bane +**Or** leave them: the way stays shut, one Turn to find another. -**The decision.** banners in strict order, and one you could move — *reordering them opens a way and insults everyone buried here* - - -**Attention trigger:** announced. -**Bane beat — announcing.** Who: *the whole party*. When: *once, on entering loudly*. once only. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, move its cue fragment into the next area so the motif still completes. +`trigger: announced · bane beat: announcing · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: move its cue fragment into the next area so the motif still completes.` --- ### AREA 2 — The Lesser Vault -*complication · facet: ritual · no encounter* +*complication · ritual* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- banners in sequence, each house a place further back -- a seat at the head of the hall dragged back, as if to sit in +> Banners in sequence, each house a place further back. A seat at the head of the hall dragged back, as if to sit in. Two of the Host is each refusing to go through a door second — when you walk in, they both look at you to break it. None of it is accident — it was done this way on purpose. -**Truth.** the office is still being performed, for someone who is no longer served by it. The Patient Lord bound a procession by oath they could not break, so that someone would always go behind them. +**GM.** Neither may be seen to yield. The office is still being performed, for someone who is no longer served by it. +**They can:** rule between them and the loser attaches to you as a lesser. `[Poise 2: stand aside and let it go ahead of you]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**The clue is automatic:** banners in sequence, each house a place further back — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when +**A corridor that will not let two walk abreast.** *whoever goes first meets whatever is there first.* +`[Poise 1]` → you settle the order and whoever leads meets what is there, ready +**Miss** → you argue in the corridor and something arrives while you do +**Or** send one scout: slow, one Turn, and they are alone. -**The decision.** a corridor that will not let two walk abreast — *whoever goes first meets whatever is there first* - - -**Attention trigger:** loud. -**Bane beat — noticing.** Who: *whoever lingers on their own reflection*. When: *once per hero here*. repeatable across areas. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, move its cue fragment into the next area so the motif still completes. +`trigger: loud · bane beat: noticing · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: move its cue fragment into the next area so the motif still completes.` --- ### AREA 3 — The Waiting Room -*complication · facet: ritual · no encounter* +*complication · ritual* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- a herald's script with the order still marked -- someone has walked the corridor the wrong way, scuffing one side +> A herald's script with the order still marked. Someone has walked the corridor the wrong way, scuffing one side. One of the Host with a herald's staff is announcing arrivals to an empty stair — when you walk in, it announces you, inventing a rank. None of it is accident — it was done this way on purpose. -**Truth.** the office is still being performed, for someone who is no longer served by it. The Patient Lord bound a procession by oath they could not break, so that someone would always go behind them. +**GM.** The post requires arrivals and there have been none. The office is still being performed, for someone who is no longer served by it. +**They can:** accept the invented rank and the barrow will treat you as it. `[Poise 2: stand aside and let it go ahead of you]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**The clue is automatic:** a herald's script with the order still marked — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when +**A door that opens only for the foremost of a party.** *someone must be named first, aloud, and the others must accept it.* +`[Flair 2]` → someone is named first, aloud, and the door opens for them +**Miss** → the naming is disputed and the door reads that as no answer +**Or** let the barrow choose: it picks the loudest, and remembers. -**The decision.** a door that opens only for the foremost of a party — *someone must be named first, aloud, and the others must accept it* - - -**Attention trigger:** announced. -**Bane beat — relicUse.** Who: *whoever spends the relic*. When: *each use*. repeatable. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, move its cue fragment into the next area so the motif still completes. +`trigger: announced · bane beat: relicUse · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: move its cue fragment into the next area so the motif still completes.` --- ### AREA 4 — The Records Room -*turn · facet: demand · encounter: fight · hoard: cache* +*turn · demand · fight · cache* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- a door only one person may pass at a time, and only first -- a numbered flagstone lifted and not replaced +> A door only one person may pass at a time, and only first. A numbered flagstone lifted and not replaced. A living robber is prising number-plates off the flagstones — when you walk in, they freeze, then offer you one. None of it is accident — it was done this way on purpose. -**Truth.** here the want is explicit — the place asks something of whoever enters. The Patient Lord bound a procession by oath they could not break, so that someone would always go behind them. +**GM.** They worked out the order is what keeps the doors shut. Here the want is explicit — the place asks something of whoever enters. +**They can:** take a plate and go first anywhere — the Host will hate you for it. `[Poise 2: stand aside and let it go ahead of you]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**The clue is automatic:** a door only one person may pass at a time, and only first — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when +**A queue of the dead, and a way to step round it.** *waiting costs two Turns; pushing in costs the Host's patience.* +`[Poise 2]` → you step round without breaking the order, and the Host allows it +**Miss** → you push in: +1 Bane and the queue closes behind you +**Or** wait: two Turns, and the Host thinks better of you. -**The decision.** a queue of the dead, and a way to step round it — *waiting costs two Turns; pushing in costs the Host's patience* - -**Encounter — fight.** 1 Ghoul and 2 Skeletons +**Fight — 1 Ghoul and 2 Skeletons.** Harmed by anything. *the Ghoul goes for court dress first — send someone plain.* | Foe | atk | def | Grit | Nerve | | |---|---|---|---|---|---| | 1× Ghoul | 4 | 3 | 4 | 5 | on a hit, a free Called Shot to freeze for a round | | 2× Skeleton | 3 | 2 | 1 | 5 | fearless | -- **Harmed by:** anything -- **Avoidable:** the Ghoul goes for court dress first — send someone plain -- *Forge:* `forgeEncounter({heat:"fight", hoard:false, post:false, folderId})` -**Hoard.** Tier **cache**. -**Temptation — flagstone.** a numbered flagstone, prised up, number one -- *Benefit:* once, insist on going first and be obeyed -- *Accept:* free · *Use:* **+1 Bane** on the tab -- *Standing:* you go first into everything from now on +**Cache hoard.** **Flagstone** — a numbered flagstone, prised up, number one: once, insist on going first and be obeyed. +*Take it free; using it costs **+1 Bane** on the tab; while you carry it, you go first into everything from now on.* -**Attention trigger:** announced. -**Bane beat — relicUse.** Who: *whoever spends the relic*. When: *each use*. repeatable. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, move its cue fragment into the next area so the motif still completes. +`trigger: announced · bane beat: relicUse · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: move its cue fragment into the next area so the motif still completes.` --- ### AREA 5 — The Sunken Nave -*descent · facet: wound · no encounter · hoard: pocket* +*descent · wound · pocket* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- a procession that doubled back on itself -- banners pulled down and stacked without regard for order +> A procession that doubled back on itself. Banners pulled down and stacked without regard for order. Nobody is a procession is passing through, unhurried, and you are in its way — when you walk in, it does not stop or go round. None of it is accident — it was done this way on purpose. -**Truth.** this is the damage the want did to those who had to satisfy it. The Patient Lord bound a procession by oath they could not break, so that someone would always go behind them. +**GM.** It has right of way and has had for three centuries. This is the damage the want did to those who had to satisfy it. +**They can:** stand aside and be counted courteous; join it and be counted one of them. `[Poise 2: stand aside and let it go ahead of you]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**The clue is automatic:** a procession that doubled back on itself — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when +**A stair where the order of descent is visibly recorded.** *whoever goes last is remembered as having gone last.* +`[Poise 2]` → you settle the order before you descend and the record reads as a party, not a rabble +**Miss** → you descend in a scramble: whoever is recorded last is treated as least by the Host from here +**Or** descend however you like and accept the record as it falls. -**The decision.** a stair where the order of descent is visibly recorded — *whoever goes last is remembered as having gone last* +**Pocket hoard.** **Staffprec** — a staff of precedence, laid down and not taken up: once, decide the order of anything, and be obeyed. +*Take it take the Vice **Pride**; using it costs **+2 Banes** on the tab; while you carry it, you may never be second while you hold it.* -**Hoard.** Tier **pocket**. -**Temptation — staffprec.** a staff of precedence, laid down and not taken up -- *Benefit:* once, decide the order of anything, and be obeyed -- *Accept:* take the Vice **Pride** · *Use:* **+2 Banes** on the tab -- *Standing:* you may never be second while you hold it - -**Attention trigger:** seenTwice. -**Bane beat — refusal.** Who: *whoever refuses the offer*. When: *once*. once only. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, move its cue fragment into the next area so the motif still completes. +`trigger: seenTwice · bane beat: refusal · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: move its cue fragment into the next area so the motif still completes.` --- ### AREA 6 — The Last Door -*threshold · facet: anchor · encounter: battle · hoard: chest* +*threshold · anchor · battle · chest* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- a seat at the head of everything, occupied -- a rank-plate prised off and dropped, still shiny where it sat +> A seat at the head of everything, occupied. A rank-plate prised off and dropped, still shiny where it sat. A queue of the Host is waiting to pass a door, in strict order, not moving — when you walk in, the queue opens a gap at exactly your rank. None of it is accident — it was done this way on purpose. -**Truth.** the thing the whole barrow is arranged around is close. The Patient Lord bound a procession by oath they could not break, so that someone would always go behind them. +**GM.** The first in line is waiting for someone who never arrived. The thing the whole barrow is arranged around is close. +**They can:** take the gap and go with them; take the front and they will remember it. `[Poise 2: stand aside and let it go ahead of you]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**The clue is automatic:** a seat at the head of everything, occupied — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when +**A claim to settle: which of you the barrow should address.** *settling it opens the way; refusing to settle it does not.* +`[Poise 2]` → the claim is settled and the barrow addresses one of you from now on +**Miss** → it is not settled, and the barrow keeps asking, in worse places +**Or** refuse to settle: the way on does not open. -**The decision.** a claim to settle: which of you the barrow should address — *settling it opens the way; refusing to settle it does not* - -**Encounter — battle.** 1 Wraith and 3 Skeletons +**Battle — 1 Wraith and 3 Skeletons.** Harmed by blessed, silvered or magical weapons ONLY — **say so before initiative**. *it will take an appeasement over a fight every time.* | Foe | atk | def | Grit | Nerve | | |---|---|---|---|---|---| | 1× Wraith | 5 | 3 | 10 | 5 | INCORPOREAL — chill touch ignores armour and drains 1 max Grit | | 3× Skeleton | 3 | 2 | 1 | 5 | fearless | -- **Harmed by:** blessed, silvered or magical weapons ONLY — **say this before initiative** -- **Avoidable:** it will take an appeasement over a fight every time -- *Forge:* `forgeEncounter({heat:"battle", hoard:false, post:false, folderId})` -**Hoard.** Tier **chest**. -**Temptation — coronet.** a small crown, sized for someone who never grew -- *Benefit:* +1 die when others must defer to you -- *Accept:* free · *Use:* **+1 Bane** on the tab -- *Standing:* you must be addressed correctly or lose the benefit +**Chest hoard.** **Coronet** — a small crown, sized for someone who never grew: +1 die when others must defer to you. +*Take it free; using it costs **+1 Bane** on the tab; while you carry it, you must be addressed correctly or lose the benefit.* -**Attention trigger:** disturbed. -**Bane beat — relicUse.** Who: *whoever spends the relic*. When: *each use*. repeatable. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, the ending opens with them holding nothing the bottom problem wants. +`trigger: disturbed · bane beat: relicUse · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: the ending opens with them holding nothing the bottom problem wants.` --- diff --git a/samples/live-table-01.md b/samples/live-table-01.md index 4a85fbb..03dead7 100644 --- a/samples/live-table-01.md +++ b/samples/live-table-01.md @@ -41,197 +41,115 @@ On success it was obeyed, and The Silent Host will not open hostilities first. --- ### AREA 1 — The Weeping Stair -*approach · facet: institution · no encounter* +*approach · institution* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- servants' bones arranged as though mid-errand -- someone has been talking here, and stopped when you arrived +> Servants' bones arranged as though mid-errand. Someone has been talking here, and stopped when you arrived. Three of the Host in servants' dress is carrying out an errand that has no destination left — when you walk in, they stop, and wait to be told what to do. None of it is accident — it was done this way on purpose. -**The situation.** three of the Host in servants' dress — carrying out an errand that has no destination left. -**When you walk in:** they stop, and wait to be told what to do. -- *Why (GM):* the order was never rescinded and nobody outranks it -- *What it offers:* tell them where to go, and they go +**GM.** The order was never rescinded and nobody outranks it. This is how the place was ordered, and it still is. +**They can:** tell them where to go, and they go. `[Poise 2: do one small thing it asks, without arguing]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**Truth.** this is how the place was ordered, and it still is. The Patient Lord bought a household from those with nothing left, so that someone would always obey. +**An order carved into the floor, still legible.** *obey it and the Host counts you as household; step over it and they do not.* +`[Poise 2]` → you obey exactly enough to be counted household — Skeletons stand down for you +**Miss** → you obey wrongly, which is worse than not obeying: +1 Bane +**Or** step over it: no cost now, and the Host does not count you as theirs. -**The clue is automatic:** servants' bones arranged as though mid-errand — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when - -**The decision.** an order carved into the floor, still legible — *obey it and the Host counts you as household; step over it and they do not* -- **Attempt it:** `[VANITY: Poise 2]` -- **Success:** you obey exactly enough to be counted household — Skeletons stand down for you -- **Failure:** you obey wrongly, which is worse than not obeying: +1 Bane -- **Or simply:** step over it: no cost now, and the Host does not count you as theirs - - -**Attention trigger:** seenTwice. -**Bane beat — announcing.** Who: *the whole party*. When: *once, on entering loudly*. once only. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, move its cue fragment into the next area so the motif still completes. +`trigger: seenTwice · bane beat: announcing · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: move its cue fragment into the next area so the motif still completes.` --- ### AREA 2 — The Lesser Vault -*complication · facet: ritual · encounter: fight · hoard: cache* +*complication · ritual · fight · cache* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- orders scratched into the floor, the last one unfinished -- a door braced shut from within by furniture +> Orders scratched into the floor, the last one unfinished. A door braced shut from within by furniture. A living grave-robber is repeating a phrase over and over, trying to get the intonation right — when you walk in, they go quiet and put their back to the wall. None of it is accident — it was done this way on purpose. -**The situation.** a living grave-robber — repeating a phrase over and over, trying to get the intonation right. -**When you walk in:** they go quiet and put their back to the wall. -- *Why (GM):* they heard the password and cannot say it correctly -- *What it offers:* trade something for the phrase, badly remembered +**GM.** They heard the password and cannot say it correctly. The office is still being performed, for someone who is no longer served by it. +**They can:** trade something for the phrase, badly remembered. `[Poise 2: do one small thing it asks, without arguing]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**Truth.** the office is still being performed, for someone who is no longer served by it. The Patient Lord bought a household from those with nothing left, so that someone would always obey. +**Two doors, and behind one a voice giving instructions to nobody.** *the quiet door is longer; the voice would tell you exactly where to go.* +`[Poise 2]` → you answer the voice as a subordinate would — it tells you the route AND answers one question about what lies on it, without taking you into its service +**Miss** → you engage and it takes that as enlistment: it will give you orders for the rest of the delve, and the first is now +**Or** take the quiet door and never speak to it: one extra Turn, no obligation. -**The clue is automatic:** orders scratched into the floor, the last one unfinished — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when - -**The decision.** two doors, and behind one a voice giving instructions to nobody — *the quiet door is longer; the voice would tell you exactly where to go* -- **Attempt it:** `[VANITY: Poise 2]` -- **Success:** you answer the voice as a subordinate would — it tells you the route AND answers one question about what lies on it, without taking you into its service -- **Failure:** you engage and it takes that as enlistment: it will give you orders for the rest of the delve, and the first is now -- **Or simply:** take the quiet door and never speak to it: one extra Turn, no obligation - -**Encounter — fight.** 1 Ghoul and 2 Skeletons +**Fight — 1 Ghoul and 2 Skeletons.** Harmed by anything. *the Ghoul goes for court dress first — send someone plain.* | Foe | atk | def | Grit | Nerve | | |---|---|---|---|---|---| | 1× Ghoul | 4 | 3 | 4 | 5 | on a hit, a free Called Shot to freeze for a round | | 2× Skeleton | 3 | 2 | 1 | 5 | fearless | -- **Harmed by:** anything -- **Avoidable:** the Ghoul goes for court dress first — send someone plain -- *Forge:* `forgeEncounter({heat:"fight", hoard:false, post:false, folderId})` -**Hoard.** Tier **cache**. -**Temptation — tube.** a short length of speaking-tube, cut and carried -- *Benefit:* ask one question and get one true answer -- *Accept:* free · *Use:* **+1 Bane** on the tab -- *Standing:* whatever answers can now hear you +**Cache hoard.** **Tube** — a short length of speaking-tube, cut and carried: ask one question and get one true answer. +*Take it free; using it costs **+1 Bane** on the tab; while you carry it, whatever answers can now hear you.* -**Attention trigger:** loud. -**Bane beat — noticing.** Who: *whoever lingers on their own reflection*. When: *once per hero here*. repeatable across areas. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, move its cue fragment into the next area so the motif still completes. +`trigger: loud · bane beat: noticing · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: move its cue fragment into the next area so the motif still completes.` --- ### AREA 3 — The Crossing -*turn · facet: demand · no encounter* +*turn · demand* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- a hall where your own voice arrives before you speak -- an order half-scratched out and rewritten by a different hand +> A hall where your own voice arrives before you speak. An order half-scratched out and rewritten by a different hand. Nobody — but the bells are moving is a summons is being rung, room by room, coming closer — when you walk in, the bell in this room begins. None of it is accident — it was done this way on purpose. -**The situation.** nobody — but the bells are moving — a summons is being rung, room by room, coming closer. -**When you walk in:** the bell in this room begins. -- *Why (GM):* something has called for service and the house is obliging -- *What it offers:* answer the bell yourself before whatever is meant to arrives +**GM.** Something has called for service and the house is obliging. Here the want is explicit — the place asks something of whoever enters. +**They can:** answer the bell yourself before whatever is meant to arrives. `[Poise 2: do one small thing it asks, without arguing]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**Truth.** here the want is explicit — the place asks something of whoever enters. The Patient Lord bought a household from those with nothing left, so that someone would always obey. +**A bell-pull that would summon someone.** *ring it and help comes, and it is not the kind you wanted.* +`[Poise 2]` → what comes is answerable to you for one scene +**Miss** → what comes is not the kind of help you wanted +**Or** do not ring: the way on is longer by one Turn. -**The clue is automatic:** a hall where your own voice arrives before you speak — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when - -**The decision.** a bell-pull that would summon someone — *ring it and help comes, and it is not the kind you wanted* -- **Attempt it:** `[VANITY: Poise 2]` -- **Success:** what comes is answerable to you for one scene -- **Failure:** what comes is not the kind of help you wanted -- **Or simply:** do not ring: the way on is longer by one Turn - - -**Attention trigger:** loud. -**Bane beat — noticing.** Who: *whoever lingers on their own reflection*. When: *once per hero here*. repeatable across areas. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, move its cue fragment into the next area so the motif still completes. +`trigger: loud · bane beat: noticing · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: move its cue fragment into the next area so the motif still completes.` --- ### AREA 4 — The Servants' Deep -*descent · facet: wound · no encounter · hoard: pocket* +*descent · wound · pocket* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- an instruction repeated until the stone gave out -- boot-prints that stop mid-corridor and do not resume +> An instruction repeated until the stone gave out. Boot-prints that stop mid-corridor and do not resume. A single figure at a speaking-tube is reporting, at length, to a listener who died first — when you walk in, it pauses mid-sentence and asks whether you are the reply. None of it is accident — it was done this way on purpose. -**The situation.** a single figure at a speaking-tube — reporting, at length, to a listener who died first. -**When you walk in:** it pauses mid-sentence and asks whether you are the reply. -- *Why (GM):* it has never once been answered -- *What it offers:* answer as the listener would, and learn what it has been reporting +**GM.** It has never once been answered. This is the damage the want did to those who had to satisfy it. +**They can:** answer as the listener would, and learn what it has been reporting. `[Poise 2: do one small thing it asks, without arguing]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**Truth.** this is the damage the want did to those who had to satisfy it. The Patient Lord bought a household from those with nothing left, so that someone would always obey. +**A door that opens to a spoken password nobody living knows.** *guessing costs a Bane per attempt; the long way costs two Turns.* +`[Wits 2]` → the word is already in your notes. It is in something you passed earlier — *someone has been talking here, and stopped when you arrived*. Say it and the door opens; if nobody wrote it down, the roll tells them now +**Miss** → you have the shape of it but not the word: one more attempt, or take the long way +**Or** the long way: two Turns, no guessing, no Banes. -**The clue is automatic:** an instruction repeated until the stone gave out — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when +**Pocket hoard.** **Bell** — a small bell from a servant's board: ring it and one order is obeyed, by anything. +*Take it free; using it costs **+2 Banes** on the tab; while you carry it, it rings faintly when someone gives you an order.* -**The decision.** a door that opens to a spoken password nobody living knows — *guessing costs a Bane per attempt; the long way costs two Turns* -- **Attempt it:** `[VANITY: Wits 2]` -- **Success:** the word is already in your notes. It is in something you passed earlier — *someone has been talking here, and stopped when you arrived*. Say it and the door opens; if nobody wrote it down, the roll tells them now -- **Failure:** you have the shape of it but not the word: one more attempt, or take the long way -- **Or simply:** the long way: two Turns, no guessing, no Banes - -**Hoard.** Tier **pocket**. -**Temptation — bell.** a small bell from a servant's board -- *Benefit:* ring it and one order is obeyed, by anything -- *Accept:* free · *Use:* **+2 Banes** on the tab -- *Standing:* it rings faintly when someone gives you an order - -**Attention trigger:** disturbed. -**Bane beat — relicUse.** Who: *whoever spends the relic*. When: *each use*. repeatable. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, move its cue fragment into the next area so the motif still completes. +`trigger: disturbed · bane beat: relicUse · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: move its cue fragment into the next area so the motif still completes.` --- ### AREA 5 — The Last Door -*threshold · facet: anchor · encounter: battle · hoard: chest* +*threshold · anchor · battle · chest* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- a key that fits nothing here -- wax jammed into a speaking-tube, still soft +> A key that fits nothing here. Wax jammed into a speaking-tube, still soft. One of the Host, kneeling is waiting for an instruction that was promised and never came — when you walk in, it addresses the first of you to speak as its superior. None of it is accident — it was done this way on purpose. -**The situation.** one of the Host, kneeling — waiting for an instruction that was promised and never came. -**When you walk in:** it addresses the first of you to speak as its superior. -- *Why (GM):* it was told to await further orders and did -- *What it offers:* give it the instruction and it will carry it out to the letter, wherever that leads +**GM.** It was told to await further orders and did. The thing the whole barrow is arranged around is close. +**They can:** give it the instruction and it will carry it out to the letter, wherever that leads. `[Poise 2: do one small thing it asks, without arguing]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**Truth.** the thing the whole barrow is arranged around is close. The Patient Lord bought a household from those with nothing left, so that someone would always obey. +**An instruction you can obey, ignore, or countermand.** *countermanding it works once and marks you as someone who gives orders.* +`[Poise 2]` → you countermand it and the dead obey you instead — this marks you as someone who gives orders: from now on the Host brings you their disputes, and once per delve you may issue one order they must follow +**Miss** → the order stands and you have been seen to fail at giving one: +1 Bane, and the Host addresses someone else from now on +**Or** obey it, or ignore it and go round: ignoring costs one Turn. -**The clue is automatic:** a key that fits nothing here — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when - -**The decision.** an instruction you can obey, ignore, or countermand — *countermanding it works once and marks you as someone who gives orders* -- **Attempt it:** `[VANITY: Poise 2]` -- **Success:** you countermand it and the dead obey you instead — this marks you as someone who gives orders: from now on the Host brings you their disputes, and once per delve you may issue one order they must follow -- **Failure:** the order stands and you have been seen to fail at giving one: +1 Bane, and the Host addresses someone else from now on -- **Or simply:** obey it, or ignore it and go round: ignoring costs one Turn - -**Encounter — battle.** 1 Wraith and 3 Skeletons +**Battle — 1 Wraith and 3 Skeletons.** Harmed by blessed, silvered or magical weapons ONLY — **say so before initiative**. *it will take an appeasement over a fight every time.* | Foe | atk | def | Grit | Nerve | | |---|---|---|---|---|---| | 1× Wraith | 5 | 3 | 10 | 5 | INCORPOREAL — chill touch ignores armour and drains 1 max Grit | | 3× Skeleton | 3 | 2 | 1 | 5 | fearless | -- **Harmed by:** blessed, silvered or magical weapons ONLY — **say this before initiative** -- **Avoidable:** it will take an appeasement over a fight every time -- *Forge:* `forgeEncounter({heat:"battle", hoard:false, post:false, folderId})` -**Hoard.** Tier **chest**. -**Temptation — staff.** a staff of office, propped where it was set down -- *Benefit:* give one order the dead must follow -- *Accept:* take the Vice **Pride** · *Use:* **+2 Banes** on the tab -- *Standing:* you may not refuse an order given to you +**Chest hoard.** **Staff** — a staff of office, propped where it was set down: give one order the dead must follow. +*Take it take the Vice **Pride**; using it costs **+2 Banes** on the tab; while you carry it, you may not refuse an order given to you.* -**Attention trigger:** disturbed. -**Bane beat — refusal.** Who: *whoever refuses the offer*. When: *once*. once only. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, the ending opens with them holding nothing the bottom problem wants. +`trigger: disturbed · bane beat: refusal · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: the ending opens with them holding nothing the bottom problem wants.` --- diff --git a/samples/pale-tally-737.md b/samples/pale-tally-737.md index 3bc2ce7..daacdc5 100644 --- a/samples/pale-tally-737.md +++ b/samples/pale-tally-737.md @@ -41,190 +41,143 @@ On success it hears that nothing has aged, and The Silent Host will not open hos --- ### AREA 1 — The Outer Cut -*approach · facet: institution · no encounter* +*approach · institution* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- lamps trimmed and filled, all of them -- a seal broken and the contents already spoiled +> Lamps trimmed and filled, all of them. A seal broken and the contents already spoiled. Two of the Host is repairing something that is not damaged — when you walk in, they set the work down and wait for inspection. None of it is accident — it was done this way on purpose. -**Truth.** this is how the place was ordered, and it still is. The Silent Margrave bought the young from those with nothing left, so that nothing would ever age. +**GM.** The standing order was to maintain, and there is nothing left to maintain. This is how the place was ordered, and it still is. +**They can:** find them a genuine fault and they will fix a door you cannot. `[Flair 2: tell it that it has not changed]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**The clue is automatic:** lamps trimmed and filled, all of them — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when +**A room you can search, or leave exactly as you found it.** *searching disturbs a preservation three centuries old — roll the clock.* +`[Wits 2]` → you search without disturbing the arrangement +**Miss** → the preservation breaks: roll the clock, and something here begins to rot +**Or** leave it exactly as found: nothing gained, nothing woken. -**The decision.** a room you can search, or leave exactly as you found it — *searching disturbs a preservation three centuries old — roll the clock* - - -**Attention trigger:** disturbed. -**Bane beat — noticing.** Who: *whoever lingers on their own reflection*. When: *once per hero here*. repeatable across areas. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, move its cue fragment into the next area so the motif still completes. +`trigger: disturbed · bane beat: noticing · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: move its cue fragment into the next area so the motif still completes.` --- ### AREA 2 — The Lesser Vault -*complication · facet: ritual · encounter: fight · hoard: cache* +*complication · ritual · fight · cache* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- a meal laid out, still warm, for people long past eating -- one preserved thing removed, leaving a clean shape in the dust +> A meal laid out, still warm, for people long past eating. One preserved thing removed, leaving a clean shape in the dust. One of the Host is trimming a lamp that has never gone out — when you walk in, it will not stop, and speaks without looking up. None of it is accident — it was done this way on purpose. -**Truth.** the office is still being performed, for someone who is no longer served by it. The Silent Margrave bought the young from those with nothing left, so that nothing would ever age. +**GM.** The task is what has kept it from ending. The office is still being performed, for someone who is no longer served by it. +**They can:** take the task from it, and it will finally rest — and tell you something first. `[Flair 2: tell it that it has not changed]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**The clue is automatic:** a meal laid out, still warm, for people long past eating — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when +**A bed, made, and a body-shaped hollow that has not filled in.** *lie in it and you rest fully; you also stop, and the barrow prefers that.* +`[Wits 1]` → you see what the hollow is for and rest without lying in it — regain Grit, lose a Turn +**Miss** → someone lies in it: they rest fully, and the barrow now counts them among what it keeps +**Or** press on tired: no rest, no cost, no attention. -**The decision.** a bed, made, and a body-shaped hollow that has not filled in — *lie in it and you rest fully; you also stop, and the barrow prefers that* - -**Encounter — fight.** 1 Ghoul and 2 Skeletons +**Fight — 1 Ghoul and 2 Skeletons.** Harmed by anything. *the Ghoul goes for court dress first — send someone plain.* | Foe | atk | def | Grit | Nerve | | |---|---|---|---|---|---| | 1× Ghoul | 4 | 3 | 4 | 5 | on a hit, a free Called Shot to freeze for a round | | 2× Skeleton | 3 | 2 | 1 | 5 | fearless | -- **Harmed by:** anything -- **Avoidable:** the Ghoul goes for court dress first — send someone plain -- *Forge:* `forgeEncounter({heat:"fight", hoard:false, post:false, folderId})` -**Hoard.** Tier **cache**. -**Temptation — flower.** a flower that has not wilted -- *Benefit:* once, halt a condition where it stands -- *Accept:* free · *Use:* **+1 Bane** on the tab -- *Standing:* it also halts something you wanted to finish +**Cache hoard.** **Flower** — a flower that has not wilted: once, halt a condition where it stands. +*Take it free; using it costs **+1 Bane** on the tab; while you carry it, it also halts something you wanted to finish.* -**Attention trigger:** lingering. -**Bane beat — relicUse.** Who: *whoever spends the relic*. When: *each use*. repeatable. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, move its cue fragment into the next area so the motif still completes. +`trigger: lingering · bane beat: relicUse · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: move its cue fragment into the next area so the motif still completes.` --- ### AREA 3 — The Attendants' Row -*complication · facet: ritual · encounter: fight · hoard: cache* +*complication · ritual · fight · cache* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- a clock wound by somebody, recently -- a fire built recently, of furniture that was three centuries old +> A clock wound by somebody, recently. A fire built recently, of furniture that was three centuries old. Something young is waiting, exactly as instructed, and has been — when you walk in, it asks whether it is allowed to stop now. None of it is accident — it was done this way on purpose. -**Truth.** the office is still being performed, for someone who is no longer served by it. The Silent Margrave bought the young from those with nothing left, so that nothing would ever age. +**GM.** Nobody ever came back to release it. The office is still being performed, for someone who is no longer served by it. +**They can:** release it, and it gives you what it was guarding. `[Flair 2: tell it that it has not changed]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**The clue is automatic:** a clock wound by somebody, recently — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when +**A door held shut by nothing but the fact it has never been opened.** *open it and something that had not changed, changes.* +`[Brawn 2]` → you move it and it survives, just +**Miss** → it does not survive, and the barrow notices what you cost it: +1 Bane +**Or** squeeze past: one Turn and some skin. -**The decision.** a door held shut by nothing but the fact it has never been opened — *open it and something that had not changed, changes* - -**Encounter — fight.** 1 Ghoul and 2 Skeletons +**Fight — 1 Ghoul and 2 Skeletons.** Harmed by anything. *the Ghoul goes for court dress first — send someone plain.* | Foe | atk | def | Grit | Nerve | | |---|---|---|---|---|---| | 1× Ghoul | 4 | 3 | 4 | 5 | on a hit, a free Called Shot to freeze for a round | | 2× Skeleton | 3 | 2 | 1 | 5 | fearless | -- **Harmed by:** anything -- **Avoidable:** the Ghoul goes for court dress first — send someone plain -- *Forge:* `forgeEncounter({heat:"fight", hoard:false, post:false, folderId})` -**Hoard.** Tier **cache**. -**Temptation — lamp.** a lamp still burning on three-century-old oil -- *Benefit:* light that never gutters -- *Accept:* free · *Use:* **+1 Bane** on the tab -- *Standing:* nothing near it changes, including wounds you want to heal +**Cache hoard.** **Lamp** — a lamp still burning on three-century-old oil: light that never gutters. +*Take it free; using it costs **+1 Bane** on the tab; while you carry it, nothing near it changes, including wounds you want to heal.* -**Attention trigger:** lingering. -**Bane beat — relicUse.** Who: *whoever spends the relic*. When: *each use*. repeatable. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, move its cue fragment into the next area so the motif still completes. +`trigger: lingering · bane beat: relicUse · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: move its cue fragment into the next area so the motif still completes.` --- ### AREA 4 — The Turning Hall -*turn · facet: demand · no encounter · hoard: pocket* +*turn · demand · pocket* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- a room that resets itself if you look away -- a clock stopped by hand — the pendulum caught and tied +> A room that resets itself if you look away. A clock stopped by hand — the pendulum caught and tied. A living robber, badly hurt is refusing to bleed, and frightened by it — when you walk in, they grab you and ask what is wrong with them. None of it is accident — it was done this way on purpose. -**Truth.** here the want is explicit — the place asks something of whoever enters. The Silent Margrave bought the young from those with nothing left, so that nothing would ever age. +**GM.** The barrow has begun keeping them too. Here the want is explicit — the place asks something of whoever enters. +**They can:** carry them out and the wound resumes; leave them and they stay perfect. `[Flair 2: tell it that it has not changed]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**The clue is automatic:** a room that resets itself if you look away — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when +**A preserved thing blocking the way, which will not survive being moved.** *move it and something here ends; leave it and lose a Turn.* +`[Wits 1]` → you open it having understood what changes +**Miss** → something that had not changed, changes, and it was holding something back +**Or** leave it shut; the way on is longer. -**The decision.** a preserved thing blocking the way, which will not survive being moved — *move it and something here ends; leave it and lose a Turn* +**Pocket hoard.** **Shoes** — a child's shoes, unworn, in your size: you do not tire; ignore fatigue for a scene. +*Take it free; using it costs **+1 Bane** on the tab; while you carry it, you have stopped ageing, and it shows in the wrong light.* -**Hoard.** Tier **pocket**. -**Temptation — shoes.** a child's shoes, unworn, in your size -- *Benefit:* you do not tire; ignore fatigue for a scene -- *Accept:* free · *Use:* **+1 Bane** on the tab -- *Standing:* you have stopped ageing, and it shows in the wrong light - -**Attention trigger:** lingering. -**Bane beat — flattery.** Who: *whoever performs the appeasement*. When: *each time it is used*. repeatable. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, move its cue fragment into the next area so the motif still completes. +`trigger: lingering · bane beat: flattery · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: move its cue fragment into the next area so the motif still completes.` --- ### AREA 5 — The Sunken Nave -*descent · facet: wound · no encounter* +*descent · wound* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- something kept so well it has forgotten how to end -- rot, in exactly one place, spreading +> Something kept so well it has forgotten how to end. Rot, in exactly one place, spreading. Nobody is a room is undoing your presence — footprints filling, dust returning — when you walk in, it works faster. None of it is accident — it was done this way on purpose. -**Truth.** this is the damage the want did to those who had to satisfy it. The Silent Margrave bought the young from those with nothing left, so that nothing would ever age. +**GM.** Nothing here is permitted to change, including evidence of you. This is the damage the want did to those who had to satisfy it. +**They can:** leave something deliberately and see whether it is allowed to remain. `[Flair 2: tell it that it has not changed]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**The clue is automatic:** something kept so well it has forgotten how to end — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when +**A sealed jar, and a way on that needs what is inside.** *breaking the seal spends the year it holds, in front of you.* +`[Poise 2]` → you break the seal cleanly and spend the year deliberately +**Miss** → the year escapes all at once, in front of everyone: +1 Bane +**Or** find another way: one Turn. -**The decision.** a sealed jar, and a way on that needs what is inside — *breaking the seal spends the year it holds, in front of you* - - -**Attention trigger:** seenTwice. -**Bane beat — relicUse.** Who: *whoever spends the relic*. When: *each use*. repeatable. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, move its cue fragment into the next area so the motif still completes. +`trigger: seenTwice · bane beat: relicUse · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: move its cue fragment into the next area so the motif still completes.` --- ### AREA 6 — The Antechamber Royal -*threshold · facet: anchor · encounter: battle · hoard: chest* +*threshold · anchor · battle · chest* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- a casket sized for something smaller than a body -- something here has been eaten, which should not be possible +> A casket sized for something smaller than a body. Something here has been eaten, which should not be possible. Two of the Host is setting a table for a meal that is always about to happen — when you walk in, they lay two more places. None of it is accident — it was done this way on purpose. -**Truth.** the thing the whole barrow is arranged around is close. The Silent Margrave bought the young from those with nothing left, so that nothing would ever age. +**GM.** The household was told to expect guests, and does. The thing the whole barrow is arranged around is close. +**They can:** sit and eat — full restoration, and the barrow adds you to its inventory. `[Flair 2: tell it that it has not changed]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**The clue is automatic:** a casket sized for something smaller than a body — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when +**Food and water laid out, still good.** *eating restores you fully and the barrow adds you to what it keeps.* +`[Poise 1]` → you eat and are restored entirely +**Miss** → you are restored, and the barrow has added you to what it keeps: +1 Bane +**Or** do not eat; you keep your Grit as it is. -**The decision.** food and water laid out, still good — *eating restores you fully and the barrow adds you to what it keeps* - -**Encounter — battle.** 1 Wraith and 3 Skeletons +**Battle — 1 Wraith and 3 Skeletons.** Harmed by blessed, silvered or magical weapons ONLY — **say so before initiative**. *it will take an appeasement over a fight every time.* | Foe | atk | def | Grit | Nerve | | |---|---|---|---|---|---| | 1× Wraith | 5 | 3 | 10 | 5 | INCORPOREAL — chill touch ignores armour and drains 1 max Grit | | 3× Skeleton | 3 | 2 | 1 | 5 | fearless | -- **Harmed by:** blessed, silvered or magical weapons ONLY — **say this before initiative** -- **Avoidable:** it will take an appeasement over a fight every time -- *Forge:* `forgeEncounter({heat:"battle", hoard:false, post:false, folderId})` -**Hoard.** Tier **chest**. -**Temptation — jar.** a sealed jar holding one good year -- *Benefit:* open it to undo a wound entirely, once -- *Accept:* free · *Use:* **+2 Banes** on the tab -- *Standing:* the year is spent in front of everyone, visibly +**Chest hoard.** **Jar** — a sealed jar holding one good year: open it to undo a wound entirely, once. +*Take it free; using it costs **+2 Banes** on the tab; while you carry it, the year is spent in front of everyone, visibly.* -**Attention trigger:** seenTwice. -**Bane beat — refusal.** Who: *whoever refuses the offer*. When: *once*. once only. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, the ending opens with them holding nothing the bottom problem wants. +`trigger: seenTwice · bane beat: refusal · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: the ending opens with them holding nothing the bottom problem wants.` --- diff --git a/samples/salt-vigil-201.md b/samples/salt-vigil-201.md index 5db222c..c2ed398 100644 --- a/samples/salt-vigil-201.md +++ b/samples/salt-vigil-201.md @@ -41,190 +41,143 @@ On success it is not alone, and The Silent Host will not open hostilities first. --- ### AREA 1 — The Weeping Stair -*approach · facet: institution · no encounter* +*approach · institution* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- a coat-rack, full -- two cups set out and one of them recently drunk from +> A coat-rack, full. Two cups set out and one of them recently drunk from. One of the Host is holding a door open for someone who is not coming — when you walk in, it looks relieved and gestures you through. None of it is accident — it was done this way on purpose. -**Truth.** this is how the place was ordered, and it still is. The Peacock Prince bound servants by oath they could not break, so that someone would always be there. +**GM.** It was told to wait and hold the door. This is how the place was ordered, and it still is. +**They can:** walk through and it may finally follow — it will not leave you afterwards. `[Poise 2: sit down and stay a while]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**The clue is automatic:** a coat-rack, full — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when +**An invitation to stay the night, meant sincerely.** *accepting restores everything and costs a Turn and a Bane.* +`[Poise 1]` → you accept, rest fully, and the Host is yours for the delve +**Miss** → you accept and the barrow counts you as staying: +1 Bane +**Or** decline politely: no rest, no cost, slightly colder welcome. -**The decision.** an invitation to stay the night, meant sincerely — *accepting restores everything and costs a Turn and a Bane* - - -**Attention trigger:** lingering. -**Bane beat — noticing.** Who: *whoever lingers on their own reflection*. When: *once per hero here*. repeatable across areas. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, move its cue fragment into the next area so the motif still completes. +`trigger: lingering · bane beat: noticing · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: move its cue fragment into the next area so the motif still completes.` --- ### AREA 2 — The First Hall -*complication · facet: ritual · no encounter · hoard: pocket* +*complication · ritual · pocket* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- places set every evening for three hundred years -- someone has been counting the dead — tally marks by the entrance +> Places set every evening for three hundred years. Someone has been counting the dead — tally marks by the entrance. Two of the Host, hand in hand is refusing to be parted to let anyone past — when you walk in, they look at you and do not move. None of it is accident — it was done this way on purpose. -**Truth.** the office is still being performed, for someone who is no longer served by it. The Peacock Prince bound servants by oath they could not break, so that someone would always be there. +**GM.** They were separated once and will not be again. The office is still being performed, for someone who is no longer served by it. +**They can:** find them a way to pass together and they open every door ahead. `[Poise 2: sit down and stay a while]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**The clue is automatic:** places set every evening for three hundred years — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when +**A way on that only works if someone stays behind.** *whoever stays is not alone, and that is the problem.* +`[Brawn 2]` → whoever stays holds the way open and rejoins later, shaken +**Miss** → whoever stays is kept: they rejoin at the ending, changed +**Or** nobody stays: the way is impassable, two Turns to go round. -**The decision.** a way on that only works if someone stays behind — *whoever stays is not alone, and that is the problem* +**Pocket hoard.** **Hand** — a skeletal hand that closes gently on yours: you cannot be separated from the party by force. +*Take it take the Vice **Attachment**; using it costs **+2 Banes** on the tab; while you carry it, nor can you leave one behind.* -**Hoard.** Tier **pocket**. -**Temptation — hand.** a skeletal hand that closes gently on yours -- *Benefit:* you cannot be separated from the party by force -- *Accept:* take the Vice **Attachment** · *Use:* **+2 Banes** on the tab -- *Standing:* nor can you leave one behind - -**Attention trigger:** lingering. -**Bane beat — relicUse.** Who: *whoever spends the relic*. When: *each use*. repeatable. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, move its cue fragment into the next area so the motif still completes. +`trigger: lingering · bane beat: relicUse · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: move its cue fragment into the next area so the motif still completes.` --- ### AREA 3 — The Waiting Room -*complication · facet: ritual · encounter: fight · hoard: cache* +*complication · ritual · fight · cache* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- chairs drawn up in a circle, all facing one seat -- a bedroll, used, and not by anyone buried here +> Chairs drawn up in a circle, all facing one seat. A bedroll, used, and not by anyone buried here. A dozen of the Host is sitting in a circle, facing one empty chair — when you walk in, they shuffle round to make room for you. None of it is accident — it was done this way on purpose. -**Truth.** the office is still being performed, for someone who is no longer served by it. The Peacock Prince bound servants by oath they could not break, so that someone would always be there. +**GM.** The gathering may not end while anyone remains. The office is still being performed, for someone who is no longer served by it. +**They can:** sit, and they will answer anything while you do. `[Poise 2: sit down and stay a while]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**The clue is automatic:** chairs drawn up in a circle, all facing one seat — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when +**A hand, skeletal, held out to be taken.** *take it and you are not alone; you are also not alone later.* +`[Poise 1]` → you take it and are not alone — once, something comes when you call +**Miss** → you take it and are not alone later either, whether you call or not +**Or** do not take it: it is left held out, and the Host remembers. -**The decision.** a hand, skeletal, held out to be taken — *take it and you are not alone; you are also not alone later* - -**Encounter — fight.** 1 Ghoul and 2 Skeletons +**Fight — 1 Ghoul and 2 Skeletons.** Harmed by anything. *the Ghoul goes for court dress first — send someone plain.* | Foe | atk | def | Grit | Nerve | | |---|---|---|---|---|---| | 1× Ghoul | 4 | 3 | 4 | 5 | on a hit, a free Called Shot to freeze for a round | | 2× Skeleton | 3 | 2 | 1 | 5 | fearless | -- **Harmed by:** anything -- **Avoidable:** the Ghoul goes for court dress first — send someone plain -- *Forge:* `forgeEncounter({heat:"fight", hoard:false, post:false, folderId})` -**Hoard.** Tier **cache**. -**Temptation — chair.** a folding chair, kept dusted -- *Benefit:* set it down and something friendly sits -- *Accept:* free · *Use:* **+1 Bane** on the tab -- *Standing:* it follows you if you leave it +**Cache hoard.** **Chair** — a folding chair, kept dusted: set it down and something friendly sits. +*Take it free; using it costs **+1 Bane** on the tab; while you carry it, it follows you if you leave it.* -**Attention trigger:** seenTwice. -**Bane beat — relicUse.** Who: *whoever spends the relic*. When: *each use*. repeatable. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, move its cue fragment into the next area so the motif still completes. +`trigger: seenTwice · bane beat: relicUse · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: move its cue fragment into the next area so the motif still completes.` --- ### AREA 4 — The Turning Hall -*turn · facet: demand · encounter: fight · hoard: cache* +*turn · demand · fight · cache* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- a doorway with the hinges taken off -- a name carved beside another, joining them, badly +> A doorway with the hinges taken off. A name carved beside another, joining them, badly. Nobody is a second set of footsteps is keeping pace with yours — when you walk in, they stop when you stop, close. None of it is accident — it was done this way on purpose. -**Truth.** here the want is explicit — the place asks something of whoever enters. The Peacock Prince bound servants by oath they could not break, so that someone would always be there. +**GM.** Something attached itself in an earlier room. Here the want is explicit — the place asks something of whoever enters. +**They can:** acknowledge it and it becomes useful; ignore it and it becomes insistent. `[Poise 2: sit down and stay a while]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**The clue is automatic:** a doorway with the hinges taken off — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when +**A door that will only admit one of you at a time.** *splitting the party is exactly what this place wants.* +`[Wits 2]` → you find the order that gets everyone through without splitting for long +**Miss** → you are separated: the party is in two places when the clock next fires +**Or** refuse to split: the door is not passed, one Turn to find another. -**The decision.** a door that will only admit one of you at a time — *splitting the party is exactly what this place wants* - -**Encounter — fight.** 1 Ghoul and 2 Skeletons +**Fight — 1 Ghoul and 2 Skeletons.** Harmed by anything. *the Ghoul goes for court dress first — send someone plain.* | Foe | atk | def | Grit | Nerve | | |---|---|---|---|---|---| | 1× Ghoul | 4 | 3 | 4 | 5 | on a hit, a free Called Shot to freeze for a round | | 2× Skeleton | 3 | 2 | 1 | 5 | fearless | -- **Harmed by:** anything -- **Avoidable:** the Ghoul goes for court dress first — send someone plain -- *Forge:* `forgeEncounter({heat:"fight", hoard:false, post:false, folderId})` -**Hoard.** Tier **cache**. -**Temptation — coat.** a coat from a full rack, still shaped to someone -- *Benefit:* once, be treated as expected and welcome -- *Accept:* free · *Use:* **+1 Bane** on the tab -- *Standing:* you are expected to come back +**Cache hoard.** **Coat** — a coat from a full rack, still shaped to someone: once, be treated as expected and welcome. +*Take it free; using it costs **+1 Bane** on the tab; while you carry it, you are expected to come back.* -**Attention trigger:** lingering. -**Bane beat — relicUse.** Who: *whoever spends the relic*. When: *each use*. repeatable. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, move its cue fragment into the next area so the motif still completes. +`trigger: lingering · bane beat: relicUse · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: move its cue fragment into the next area so the motif still completes.` --- ### AREA 5 — The Servants' Deep -*descent · facet: wound · no encounter* +*descent · wound* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- a name called so often it wore into the wall -- a door tied open with a belt, so it could not close +> A name called so often it wore into the wall. A door tied open with a belt, so it could not close. Three of the Host is laying out a game for four — when you walk in, they look up and count you. None of it is accident — it was done this way on purpose. -**Truth.** this is the damage the want did to those who had to satisfy it. The Peacock Prince bound servants by oath they could not break, so that someone would always be there. +**GM.** The fourth left and the game has never finished. This is the damage the want did to those who had to satisfy it. +**They can:** play a round and they will tell you how the fourth got out. `[Poise 2: sit down and stay a while]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**The clue is automatic:** a name called so often it wore into the wall — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when +**A chair drawn out, and a place laid, and time to sit.** *sitting costs a Turn and buys the Host's goodwill entirely.* +`[Poise 2]` → you sit, are courteous, and leave — the Host's goodwill for the whole delve, one Turn spent +**Miss** → you sit too long: +1 Bane, and they expect you at every table from here +**Or** walk past the setting: no goodwill, no obligation. -**The decision.** a chair drawn out, and a place laid, and time to sit — *sitting costs a Turn and buys the Host's goodwill entirely* - - -**Attention trigger:** loud. -**Bane beat — refusal.** Who: *whoever refuses the offer*. When: *once*. once only. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, move its cue fragment into the next area so the motif still completes. +`trigger: loud · bane beat: refusal · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: move its cue fragment into the next area so the motif still completes.` --- ### AREA 6 — The Quiet Room -*threshold · facet: anchor · encounter: battle · hoard: chest* +*threshold · anchor · battle · chest* -**Cue** — *assemble aloud; these are fragments, not read-aloud text* -- a chair kept empty and dusted -- a chair dragged out of position and left where it was needed +> A chair kept empty and dusted. A chair dragged out of position and left where it was needed. A living robber, alone is talking steadily to a companion who is not there — when you walk in, they introduce you to the empty air. None of it is accident — it was done this way on purpose. -**Truth.** the thing the whole barrow is arranged around is close. The Peacock Prince bound servants by oath they could not break, so that someone would always be there. +**GM.** The barrow does not like people leaving, and one of them did. The thing the whole barrow is arranged around is close. +**They can:** play along and they will guide you; correct them and they stop speaking. `[Poise 2: sit down and stay a while]` also works here, as everywhere. +**Looking closer:** `[Observation — 1 success]` buys who did it, and roughly when -**The clue is automatic:** a chair kept empty and dusted — and it was done deliberately. -[VANITY: Observation — 1 success] buys who did it, and roughly when +**One of the dead follows you and will not be told otherwise.** *let it come and doors open; send it back and they close.* +`[Poise 2]` → you let it come, courteously — it opens doors and stays close +**Miss** → it attaches: it will not be sent back, and it follows you out +**Or** send it back firmly: doors close, and the way on costs a Turn. -**The decision.** one of the dead follows you and will not be told otherwise — *let it come and doors open; send it back and they close* - -**Encounter — battle.** 1 Wraith and 3 Skeletons +**Battle — 1 Wraith and 3 Skeletons.** Harmed by blessed, silvered or magical weapons ONLY — **say so before initiative**. *it will take an appeasement over a fight every time.* | Foe | atk | def | Grit | Nerve | | |---|---|---|---|---|---| | 1× Wraith | 5 | 3 | 10 | 5 | INCORPOREAL — chill touch ignores armour and drains 1 max Grit | | 3× Skeleton | 3 | 2 | 1 | 5 | fearless | -- **Harmed by:** blessed, silvered or magical weapons ONLY — **say this before initiative** -- **Avoidable:** it will take an appeasement over a fight every time -- *Forge:* `forgeEncounter({heat:"battle", hoard:false, post:false, folderId})` -**Hoard.** Tier **chest**. -**Temptation — cup.** a second cup, always set out -- *Benefit:* share it and gain an ally among the dead for a scene -- *Accept:* free · *Use:* **+1 Bane** on the tab -- *Standing:* they expect to be included from now on +**Chest hoard.** **Cup** — a second cup, always set out: share it and gain an ally among the dead for a scene. +*Take it free; using it costs **+1 Bane** on the tab; while you carry it, they expect to be included from now on.* -**Attention trigger:** disturbed. -**Bane beat — flattery.** Who: *whoever performs the appeasement*. When: *each time it is used*. repeatable. Say it aloud when it banks. -**Fallback route.** The Silent Host will receive anyone who behaves as a guest — cost: one Bane on the tab, and they will expect it again. - -*Failure case.* If they skip this, the ending opens with them holding nothing the bottom problem wants. +`trigger: disturbed · bane beat: flattery · fallback: The Silent Host will receive anyone who behaves as a guest (one Bane on the tab, and they will expect it again) · if skipped: the ending opens with them holding nothing the bottom problem wants.` ---