Secure Halli's Orders Before the Patrol Finds Him
Secure Halli's Orders Before the Patrol Finds Him
Run the talk
Starts Neutral
Base DC 22
Success Halli hands over the copied court orders and leads the party directly to the dissidents' safe house
Failure After two failures
Party 6 players, level 19
System D&D 2024
Cheat sheet
Win Halli's trust, obtain the court orders, and reach the dissidents' safe house without alerting the patrol.
Success
Failure
- Clock
- 4 / 2
- successes / failures
- Base DC
- 22
- Starts
- Neutral
Read aloud
Say this
Your boots find the first steps by feel, while the black ice steals the little light behind you. A reflection glides along the gallery wall, then vanishes around the bend. From the dark comes a careful breath and the faint scratch of a pen case against stone.
Who says what
They wantHalli wants to escape Halvren's reach with his copied orders intact, and will risk leading the party to the dissidents only if he believes they will protect him.
LeverageOffer Halli protection from Halvren's people, or show that the party can get him safely to the dissidents. The copied orders are his bargaining chip.
Halli
If offered protection, Halli asks, 'From whom, and where do we go after this?'
If the party threatens him, he grips his pen case and says, 'You already have soldiers. Why do you need a scribe?'
If they promise to protect him but name no plan, he answers, 'That is a sentence, not a route.'
Halli
If the party kills Halli, the clock advances by 1 and Vigdis will not forgive them.
Maneuvers
What the party can use
What happens
30–45 minutes- ·
After the party completes the Mirror Gallery challenge.
A patrol's lantern slides across the mirror ice. If the party was noticed, the patrol calls for a search.
- ·
When the party fails a passage challenge before catching Halli.
Halli loses his footing on the stair and catches himself against the ice with a sharp scrape.
- ·
If the party fails the door-opening challenge.
The rim door's mechanism locks solid with a brittle crack; it will not open for an hour unless the party finds another way through.
The battlefield
Zones
- 1
Cold Stair25 ft
A steep, unlit stair descends between ice walls. Frost hides shallow footholds.
- 2
Mirror Gallery25 ft
Polished ice throws back even a dim glow. A patrol passes beyond the far wall.
- 3
Footsteps25 ft
A narrow passage bends twice; muffled footsteps arrive from behind, then stop.
What the party can use
Treasure
Media
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