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The village of Surwich

Tier
2
Type
Social
Difficulty
14
Impulses
Deception. Obscuration. Protect the village. Neutralize the Eaters. Convince the party.

Environment overview

An ordinary Gilnean fishing village with nothing evil happening under the surface, nosirree~.

Potential adversaries

Features

Passives

passive
  • We don't know why they're coming.

    The Shepherd accompanies the party as they investigate the village. If he is questioned on why the Eaters keep targeting them, he insists he does not know why. A Presence roll of 14 exposes the lie.

  • Avoid the well.

    The Shepherd tries to keep the party away from the Void Well (which is inside the house next to the livestock fields, behind the portrait of the girl) at all costs. He will first try to have them come to the inn for drinks.

    Anyone who drinks will need to roll a Presence or Strength check, with a difficulty of 8 for the first drink, 12 for the second drink, and 16 for the third (and following) drinks. On failures, the party members become drunk and gain the Vulnerable status whenever combat starts. On a failure with Fear, the party member also loses any bonuses from their successes.

    On each success with Hope, the party member gains +1 to physical damage (max 3), and +1 evasion (max 1) and +1 Strength (max 1)
    On each success with Fear, the party member gains +1 to physical damage (max 3).

Actions

action

Reactions

reaction

About this environment

An ordinary Gilnean fishing village with nothing evil happening under the surface, nosirree~.

The village of Surwich

Tier 2 Social

An ordinary Gilnean fishing village with nothing evil happening under the surface, nosirree~.

Impulses: Deception., Obscuration., Protect the village., Neutralize the Eaters., Convince the party.

Difficulty: 14

Potential Adversaries:

Features

We don't know why they're coming. - Passive: The Shepherd accompanies the party as they investigate the village. If he is questioned on why the Eaters keep targeting them, he insists he does not know why. A Presence roll of 14 exposes the lie.
Avoid the well. - Passive: The Shepherd tries to keep the party away from the Void Well (which is inside the house next to the livestock fields, behind the portrait of the girl) at all costs. He will first try to have them come to the inn for drinks. Anyone who drinks will need to roll a Presence or Strength check, with a difficulty of 8 for the first drink, 12 for the second drink, and 16 for the third (and following) drinks. On failures, the party members become drunk and gain the Vulnerable status whenever combat starts. On a failure with Fear, the party member also loses any bonuses from their successes. On each success with Hope, the party member gains +1 to physical damage (max 3), and +1 evasion (max 1) and +1 Strength (max 1) On each success with Fear, the party member gains +1 to physical damage (max 3).

Discussion

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