Third reading said the core criticism was gone — areas now arrive as playable rooms — but that the result was over-stuffed: 'a room plus its operating manual'. Asked for the single remaining gap, it said one word: integration. The hand-written delve makes image, situation, pressure and choice read as one thing; this presented them as stacked components. So this removes blocks, not content. The image, the situation and the automatic clue become one opening paragraph to read from. The decision collapses to attempt/miss/or. Trigger, bane beat, fallback and skip-guidance become a single GM footer line. The per-area truth drops the delve-level transgression, which was already in the header and was being reprinted in every area. Areas go from roughly thirty lines to eleven to eighteen. A new invariant asserts the pass removed blocks and not information: for twenty delves, every situation, onArrival, because, offer, decision, alternative, trigger, fallback, temptation and roster must still appear in the rendered page. Tests 24 -> 25. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
13 KiB
THE CAIRN OF THE PEACOCK PRINCE
the barrow does not like it when people leave.
VANITY · Barrow · Depth 2 · 4 heroes · 6 areas + an authored ending
Seed salt-vigil-201 · generator 0.1.0 · catalog barrow@1
Skeleton seed, not a replay seed. It reproduces the fiction, the area order, the heat and the hoard tiers. It does not reproduce encounter composition, mood or hoard contents — those come from the Forge, which is not seeded.
The truth (GM only)
The Cairn of the Peacock Prince. The Peacock Prince bound servants by oath they could not break, so that someone would always be there. The Peacock Prince is alone now, and cannot bear it. The prize is a keepsake they would not be parted from — the promise that someone would stay. The Silent Host are still performing the ritual they were buried for; they are handled by courtesy. The motif is company, and the danger is attachment: the barrow does not like it when people leave.
They will ask you: "You are not leaving."
Pressure
- The clock. Roll 1d6 on a trigger, or every 3 Turns. 1 or under — something comes. Telegraph one Turn ahead.
- Triggers this delve: lingering · seenTwice · loud · disturbed
- The tab. Target 5 Banes by the ending. Banes are offered by named beats, never hoped for.
- The danger is attachment: the barrow does not like it when people leave.
The way through — the appeasement
Anyone may sit down and stay a while. [VANITY: Poise — 2 successes]
On success it is not alone, and The Silent Host will not open hostilities first.
Cost: +1 Vanity now, +1 Bane on the tab. Shine now, bill later.
Repeatable in every area. Say the Bane aloud when it banks — the table must be able to see the route is open.
Factions
- The Silent Host (undead) — still performing the ritual they were buried for. Handled by courtesy.
- grave-robbers (living) — got in first and cannot get out. Handled by trade.
Planned fights: 3 of 6 areas · base heat fight
AREA 1 — The Weeping Stair
approach · institution
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.
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
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.
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 · ritual · pocket
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.
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
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.
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.
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 · ritual · fight · cache
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.
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
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.
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 |
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.
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 · demand · fight · cache
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.
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
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.
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 |
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.
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 · wound
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.
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
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.
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 · anchor · battle · chest
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.
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
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.
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 |
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.
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.
ENDING — The Audience
⟨ AUTHORED SLOT — this is the seam ⟩
Areas 1–6 are what DELVE generates. This is what it hands over.
Cue — fragments
- a room arranged for a conversation that never ended
The Peacock Prince — is alone now, and cannot bear it. Wants: never to be alone. Handled by giving them what they want, at a price.
They open by asking: "You are not leaving."
| Party's route | The audience |
|---|---|
| Appeased it even once (sit down and stay a while) | It listens. It will trade a keepsake they would not be parted from for the real thing, done to its face. [VANITY: Poise — 2] or take Rattled. |
| Refused throughout, tab under 4 | It offers a Vice — take the shine, bank the bill. Refusing starts the fight. |
| Carrying a keepsake they would not be parted from | It wants that more than it wants you. |
| Fighting | Winnable by two engaged heroes. Name what harms it before initiative. |
Before initiative, always say what can hurt it. Playtest 1 was unwinnable because the table discovered the immunity by failing.
Trigger glossary
- announced — entered somewhere grandly — the big doors, a shout, a herald
- seenTwice — reflected, echoed or witnessed twice over in one place
- loud — a raised voice, a broken door, steel on stone
- lingering — stayed in one place longer than it takes to search it
- disturbed — struck or moved something that had not moved in centuries
Private VANITY development material — not for sale or distribution.