d% | 1 | 2 | 3 | 4 | 5 | 0 |
---|---|---|---|---|---|---|
NPCs | rumour | rumours | rumours | rumours | rumours | none |
_________ | 1-40 | 41-50 | 51 | - | - | 52-00 |
Guardsman | 1-55 | 56-66 | 67-68 | - | - | 69-00 |
_________ | 1-70 | 71-82 | 83-85 | - | - | 86-00 |
_________ | 1-70 | 71-83 | 84-87 | 88 | - | 89-00 |
_________ | 1-70 | 71-84 | 85-89 | 90-91 | - | 92-00 |
_________ | 1-70 | 71-85 | 86-91 | 92-94 | - | 95-00 |
Ichtacka | 1-80 | 61-76 | 77-85 | 86-91 | 92-94 | 95-00 |
Chantli | 1-60 | 61-78 | 79-91 | 92-97 | 98-00 | - |
_________ | 1-50 | 51-70 | 71-86 | 87-94 | 95-00 | - |
The chance to know one or more rumours is attributed to specific NPCs, at the GM's discretion, then rolling the percentile die. Characters assigned a slot capable of telling 4 rumours have a chance of correcting an incorrect or false tale.
Themes
Rumour
The following is a list of various stories, rumours and facts concerning Kuit and the surrounding area. Any resident might know one or more. Some of them are absolutely true, some are partially true, and others are utterly false. Those that are partially true will have the false statement(s) italicized.The party must interact with the person before information can be revealed. Individuals friendly to the party will not lie about a rumour (i.e., distort it even more). Those hostile to the party might distort a rumour or lie to mislead them.The option to disclose a rumour is always up to the GM. An NPC might not tell everything he or she knows. Once a rumour is told you may substitute others. The GM may create others as needed. Characters knowing 3 or more rumours have a 30% chance of correcting an incorrect or false tale.
Option 1 d6 Option 2 Someone is trying to organize all professions of river workers. 1 The court is taking control of all boats on the Rattles. The Speaking Council will buy any alcohol from anyone. No questions asked. 2 A pirate hunter ship returned to port with no crew. There’s a guardsman who takes bribes to frame targets. 3 A corrupt noble is seeking passage out of the city ahead of a scandal. The auianimes and pleasure houses are afflicted with nanáua. 4 The Krix court has been infiltrated by gangs. A new drug is made from mace blood and makes people slow. 5 The local water management are stockpiling drinkable water, expecting a shortage soon. All the well-to-dos are importing heavy acid locks - said to be impossible for criminals to break into. 6 The vault at the Uandakuari was ransacked, but they’re covering it up.
Structure
Exposition
The PCs are serving as guards to a diplomatic delegation visiting the Krix of Krix. Unknowingly, the majority of the party are acting as cover for a separate team of friendly NPC(s). Two NPC characters were assigned a secret mission by their Great Speaker to steal a sample of metal that the Krix are using in their weapons so the Triple Alignment can copy their own.
Conflict
Ecort
Level 7
The party picks up an NPC guide at the Salt Docks, halfway between Sangsalgu Proper and Krix.
She is accompanied by 3 men from the local garrison who act as her guards. Continuing on their journey, Chantli can expose some exposition to better inform the PCs on the nature of their destination.
She tells the group at least 1 factoid she believes to be true; before the GM rolls on the rumour table that determines how much she knows.
Chantli's Bodyguards(3)
HP: 58 ( 9d8+18 ) Speed: 40ft Proficiency Bonus: +2 Skills: Perception +4, Stealth +3 Abilities: |
Rising Action
Party
Level 8
They are welcomed to the Uandakuari Palace filled with exotic looking nobles and weird plants. There, the party is introduced to the Krix - but not actually expected to talk to him - and can interact with Ichtack as the court announcer. This is the extended period, where PCs and the rest of the party will have a few days to interact with the locals to discover clues as to where and how they could influence the course of their mission.Climax
Lockdown
Level 9
After the PCs have filled out one or several of the progress clocks, the gates to the palace or the city would be closed and everyone barred from leaving.
It need not be from anything the party did, but can choose to evade the guards or remain to find out the reason. Krix's Guards
HP: 55 ( 10d8+10 ) Speed: 30ft Saving Throws: INT +5, WIS +4, CHA +6 Proficiency Bonus: +2 Skills: Magic +5, Deception +8, Insight +4, Persuasion +6 Abilities: |
Falling Action
Introduction
Level 10
If the party is still in the city, they may encounter a rowdy populous. By which point they may either sneak their way out of the city or walk out with the permission of the Krix. Nosy Civilian
HP: 7 ( 2d6 ) Speed: 30ft Proficiency Bonus: +2 Skills: Stealth +6 Abilities: |
Relations
Competitors
HP: 45 ( 10d8 ) Speed: 30ft Saving Throws: CHA +8, INT +10, WIS +8 Skills: Deception +11, Insight +11, Nature +10, Persuasion +8, Perception +8, Slight of Hand +5, Steath +5 Abilities: |
Chantli
Chantli serves as the team's guide through the Krix's court and the rest of Krix. She is also a genius poisoner and wants to independently fish through the native saltwater plants for ingredients. To get her hands on even rarer specimens, she is willing to collude with criminal elements within the city, even if doing so is detrimental to the group. Though, she is not intentionally malignant about it.Adversaries
Krix Kexki
Kexki is Krix's ancient looking king. Inspite being the most powerful man in Krix, he is a shriveled wisp of a man; bald, toothless and near voiceless. Yet is best known for his vulgarities which is on constant display via his crone wives, types of concubines and his public breast feeding of his 'milk woman'.Kexki
HP: 4 ( d8 ) Speed: 10ft Saving Throws: WIS +4, CHA +5 Proficiency Bonus: +2 Skills: Deception +7, Insight +4, Persuasion +5 Abilities: |
Ichtacka
The grey-haired prince Ichtacka is a genius gardener, court interpreter and Kexki's heir for 35 years. He appears exasperated by his father in their scenes together; for reasons that can only be assumed. Ichtacka is likely to be encountered again in the city streets as he goes through his normal routine. And through the course of duty, as he ensures Krix's secrets are sufficiently protected.Ichtacka
HP: 62 ( 7d8*2 ) Speed: 30ft Saving Throws: DEX +4, INT +5 Proficiency Bonus: +2 Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 Abilities:
|
Backdrops
Encounters
Giant Bird
Armour Class: 10
HP: 22 ( 3d10+6 )
Speed: 10 ft., fly 60 ft.
Proficiency Bonus: +2
Skills: Perception +3
Abilities:Advantage on WIS (Perception) checks that rely on sight or smell Advantage on an attack roll against a target if at least one ally is within 5 ft Beak: 2d4+2 piercing damage Talon: 2d6+2 slashing damage
Twig Shrub
Armour Class: 13
HP: 4 ( d6+1 )
Speed: 20ft
Proficiency Bonus: +2
Skills: Stealth +3
Abilities: d4+1 piercing damage
Tangle of Vines
Armour Class: 12
HP: 26 ( 4d8+4 )
Speed: 10ft
Proficiency Bonus: +2
Skills: Stealth +1
Abilities:Targets take 2d6+2 bludgeoning damage, and if they are large or smaller are grappled (escape DC 12). Until this grapple ends, the target is restrained and the blight can't constrict another target.
5 Headed Bulb (potted)
Armour Class: 15
HP: 172 ( 15d12+75 )
Speed: 0ft
Proficiency Bonus: +3
Skills: Perception +6
Abilities:Whenever it takes 25 or more damage in a single turn, one of its bulbs dies. If all its heads die, it dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. It regains 10 hp for each head regrown in this way.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 10 (+0) | 15 (+2) | 6 (-2) | 12 (+1) | 7 (-2) |
HP: 22 ( 3d10+6 )
Speed: 10 ft., fly 60 ft.
Proficiency Bonus: +2
Skills: Perception +3
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 13 (+1) | 12 (+1) | 4 (-3) | 8 (-1) | 3 (-4) |
HP: 4 ( d6+1 )
Speed: 20ft
Proficiency Bonus: +2
Skills: Stealth +3
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 8 (-1) | 14 (+2) | 5 (-3) | 10 (+0) | 3 (-4) |
HP: 26 ( 4d8+4 )
Speed: 10ft
Proficiency Bonus: +2
Skills: Stealth +1
Abilities:
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
20 (+5) | 12 (+1) | 20 (+5) | 2 (-4) | 10 (+0) | 7 (-2) |
HP: 172 ( 15d12+75 )
Speed: 0ft
Proficiency Bonus: +3
Skills: Perception +6
Abilities:
Plant Life
The above can either be random encounters to injection action or sources of poison or non-poisonous material that Chantli would aim to claim.
Plot type
Co-Op GM Stealth and Diplomacy Intrigue Adventure
Related Characters
Related Organizations
Related Locations
Progress Clocks
Information
The number of segments depends on the complexity of the rumour:
When attempting to uncover the truth, they roll relevant skills:
- 4-segment clock → A simple rumor (eg. Corruption)
- 6-segment clock → A deeper mystery (eg. Disappearances)
- 8-segment clock → A tangled conspiracy
- Success: Fill in 1-2 clock segments depending on effort and method
- Partial Success: Progress is made, but misinformation or misleading clues may emerge
- Failure: No progress, or worse - false leads might be added to the mix
Misinformation
- PCs fail a roll while investigating
- Opposing forces (e.g., conspirators, corrupt officials) actively spread falsehoods
- Time-sensitive elements allow rumours to take hold.
- Expose the truth (possibly at great cost)
- Leverage the lie to their advantage
- Let the falsehood persist and move on
Comments
Author's Notes
Classified February, Keeping Secrets
Part of the February Challengathon with is being all about those dirty little secrets and skeletons in their closets that everyone has and the people the hide them or trying to uncover for a variety of reason.