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Earn Sigvald’s Trust to Reach the Rim - AI-generated fantasy Encounter

Earn Sigvald’s Trust to Reach the Rim

Social checkpoint negotiation · Low · 6 players, level 19

Earn Sigvald’s Trust to Reach the Rim

A bad reading of the party’s intentions costs heat, a Favor, and time; a good one gets them through the checkpoint before suspicion spreads.

Run the talk

Successes
0/4
Failures
0/2

Starts Neutral

Base DC 20

Success At 4 successes before 2 failures

Failure At 2 failures


Party 6 players, level 19

System D&D 2024

Cheat sheet

The party wants

Convince Sigvald Hoar-Spear that the party is ready to defect and secure safe passage to the rim.

Success

At 4 successes before 2 failures, Sigvald accepts the party as defectors-in-waiting and lets them reach the rim unharmed.

Failure

At 2 failures, Sigvald orders a thorough search, the party loses a Favor, and the overarching clock advances by 1.
Clock
4 / 2
successes / failures
Base DC
20
Starts
Neutral

Read aloud

Say this

Wind scours the rim gate and drives ice grit against your coats. A brazier pops, throwing a brief wash of heat across Watch-Captain Sigvald Hoar-Spear’s weathered face. He studies your hands before he speaks: “Anyone can say they hate the Absolute. Tell me what you would give up to leave it.”

Who says what

They wantConfirm the party can be trusted as defectors without placing his watch or his daughter in greater danger.

LeverageCarry a Wintersong Pass or Absolute token for an automatic success; a gift of heat can help, but costs a Heat Point or a Favor.

  • A precise grievance earns a quiet follow-up question, not immediate trust.

  • A recognized name makes him pause and check the party’s account against what he knows.

  • A costly gift of heat softens his voice, though he watches who pays for it.

  • A successful Insight read makes him turn away from the watch, giving the party a moment to address his fear directly.

  • A pass or token earns a measured nod; he still checks that the party understands the risk of being seen with it.

Maneuvers

DC 20Track four successes before two failures; each distinct, plausible approach can earn one success.
DC 20A character may Help only when they explain how they support the speaker’s approach.
DC 20Do not allow repeated checks with the same argument; the party must change what it offers or reveals.

What the party can use

Tell a convincing grievance: Charisma (Deception) DC 20.
Name a recognized name: Intelligence (History) DC 20.
Offer a gift of heat: Charisma (Persuasion) DC 22; expend a Heat Point or a Favor.
Carry a Wintersong Pass or Absolute token: automatic success.
Read his fear for his daughter on the Terrace: Wisdom (Insight) DC 22.

The battlefield

Zones

  1. 1

    Rim Gate25 ft

    Sigvald questions the party beside the checkpoint brazier; boot-scraped ice crunches underfoot.

  2. 2

    Search Shelter25 ft

    A canvas screen shelters a search table and a rack of confiscated packs.

What the party can use

A narrow checkpoint lane runs between wind-scoured ice walls.
A brazier warms the watch post; its coals are rationed, not decorative.

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