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Keep the Defector Story Intact at Hjalmar's Court - AI-generated fantasy Encounter

Keep the Defector Story Intact at Hjalmar's Court

Court audience and interrogation · Low · 6 players, level 19

Keep the Defector Story Intact at Hjalmar's Court

A false step ends the audience in arrest; freeing Aldis may reveal useful truth, but costs a day as The Hour Is Set advances.

Run the talk

Successes
0/3
Failures
0/2

Starts Neutral

Base DC 22

Success Hjalmar accepts the party's defector story for now and allows them to leave the audience with what they…

Failure Hjalmar exposes the party's disguise and orders their arrest


Party 6 players, level 19

System D&D 2024

Cheat sheet

The party wants

Survive Hjalmar's scrutiny, learn what his attention to the count means, and decide whether freeing Aldis is worth a day and a clock mark.

Success

Hjalmar accepts the party's defector story for now and allows them to leave the audience with what they learned.

Failure

Hjalmar exposes the party's disguise and orders their arrest.
Clock
3 / 2
successes / failures
Base DC
22
Starts
Neutral

Read aloud

Say this

The court doors swing inward, and heat rolls over you with the dry smell of hot iron. Grand Archon Hjalmar Frost-Vein watches from the Siphonwright's Crown while a pulse shivers through the floor beneath your boots. Black ice under the dais holds a woman in its clear grip.

Who says what

They wantHjalmar wants to test the supposed defectors while hearing the count without interruption. His attention to the pulse is absolute, even as he weighs every answer for disloyalty.

LeverageUse credible knowledge of siphon operations, the party's defector story, or a useful answer to one of Hjalmar's prompts. Pressing the prisoner risks time: freeing Aldis requires a DC 22 Athletics or Thieves' Tools check, costs a day, and advances The Hour Is Set by 1.

  • Hjalmar

    A sharp answer makes Hjalmar pause, then ask the same question in plainer words.

  • Hjalmar

    A contradiction draws a quiet correction from Hjalmar and puts the party one step nearer arrest.

  • Hjalmar

    When the pulse sounds, Hjalmar stops speaking until it passes.

  • Hjalmar

    If anyone reaches for the black ice, guards close ranks; attacking Hjalmar triggers arrest and a Pylon Hall escape.

Maneuvers

DC 22Make a Charisma (Deception or Persuasion) check to sustain the defector story or steer the audience.
DC 22Make a Wisdom (Insight) check to read Hjalmar's attention and choose a fitting answer.
DC 22On a success, mark one success; on a failure, mark one failure.
DC 22A natural 20 on Insight grants the disclosure about how long Hjalmar has listened.

What the party can use

Present a consistent detail that only a real defector would know.
Answer cautiously, then turn a prompt into a question about what Hjalmar needs.
Point out that the pulse continues regardless of the court's plans.
Try to reach the black ice beneath the dais while the audience holds.

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