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vanity-delve/samples/gilded-court-404.md
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tevansandClaude Opus 5 ee1183e897 Motif-scope the decisions and temptations
The review's sharpest finding was that the fiction cohered but the things in
the rooms did not belong to it: only the motif cue fragment was projected, while
decisions and temptations came from global pools. The output was a consistent
wrapper around generic room furniture.

Both now live under motifs.<id> — 6 decisions and 5 temptations each, 88
authored entries across 8 motifs. A `keeping` delve offers a flower that has not
wilted and a room you may search or leave exactly as you found it; a
`precedence` delve offers a corridor that will not let two walk abreast.

Two bugs surfaced while wiring it, both the same shape as one fixed earlier for
cue fragments: decisions and temptations were picked independently per area
rather than dealt, so a pool of 3 repeated a temptation in 75 of 80 test delves.
Both are now dealt without replacement.

Where a long delve outruns its motif pool, decisions top up from the generic
pool but temptations do not. A generic relic breaks the fiction; a repeated one
only looks thin.

Tests 11 -> 15: motif provenance for both pools, and no repeats at 6 and 9 areas.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 07:48:05 +01:00

12 KiB
Raw Blame History

THE CAIRN OF THE PATIENT LORD

the barrow keeps its order, and you have joined the queue.

VANITY · Barrow · Depth 2 · 4 heroes · 6 areas + an authored ending Seed gilded-court-404 · 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 Patient Lord. The Patient Lord bound a procession by oath they could not break, so that someone would always go behind them. The Patient Lord is second now, and cannot bear it. The prize is the crown worn first, and only once — the proof of precedence. The Silent Host are still performing the ritual they were buried for; they are handled by courtesy. The motif is precedence, and the danger is procession: the barrow keeps its order, and you have joined the queue.

They will ask you: "Who goes first?"

Pressure

  • The clock. Roll 1d6 on a trigger, or every 3 Turns. 1 or under — something comes. Telegraph one Turn ahead.
  • Triggers this delve: announced · loud · seenTwice · disturbed
  • The tab. Target 5 Banes by the ending. Banes are offered by named beats, never hoped for.
  • The danger is procession: the barrow keeps its order, and you have joined the queue.

The way through — the appeasement

Anyone may stand aside and let it go ahead of you. [VANITY: Poise — 2 successes] On success it goes first, 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.
  • the Barrow-Wardens (undead) — sealed this place and stayed to make sure. Handled by proof of right.

Planned fights: 2 of 6 areas · base heat fight


AREA 1 — The Threshold Stones

approach · facet: institution · no encounter

Cue — assemble aloud; these are fragments, not read-aloud text

  • a stair too grand for the door it serves
  • a floor mosaic worn only along one path

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.

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

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.


AREA 2 — The Lesser Vault

complication · facet: ritual · no encounter

Cue — assemble aloud; these are fragments, not read-aloud text

  • banners in sequence, each house a place further back
  • grave-goods stacked with obsessive neatness

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.

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

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.


AREA 3 — The Waiting Room

complication · facet: ritual · no encounter

Cue — assemble aloud; these are fragments, not read-aloud text

  • a herald's script with the order still marked
  • an alcove emptied in a hurry

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.

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

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.


AREA 4 — The Records Room

turn · facet: demand · encounter: fight · hoard: 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 collapse that has opened a way the builders never meant

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.

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

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

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

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.


AREA 5 — The Sunken Nave

descent · facet: wound · no encounter · hoard: pocket

Cue — assemble aloud; these are fragments, not read-aloud text

  • a procession that doubled back on itself
  • a lamp still burning on oil that should be long gone

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.

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

The decision. a stair where the order of descent is visibly recorded — whoever goes last is remembered as having gone last

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.


AREA 6 — The Last Door

threshold · facet: anchor · encounter: battle · hoard: chest

Cue — assemble aloud; these are fragments, not read-aloud text

  • a seat at the head of everything, occupied
  • a door that has been wedged open from the inside

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.

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

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

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

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.


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 corridor that will not let two walk abreast

The Patient Lord — is second now, and cannot bear it. Wants: to be first in all things. Handled by giving them what they want, at a price.

They open by asking: "Who goes first?"

Party's route The audience
Appeased it even once (stand aside and let it go ahead of you) It listens. It will trade the crown worn first, and only once 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 the crown worn first, and only once 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.