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{{Template:CCVV Header}} | {{Template:CCVV Header}} | ||
=Entrance to Vulture's Vineyard Lodge= | =Entrance to Vulture's Vineyard Lodge= | ||
[[File:Time-Icon.png|40px]] | [[File:Time-Icon.png|40px]] As you approach Vulture's Vineyard Lodge, the building's façade is old and worn but exudes a warm charm that draws you in. Stone makes up most of its two stories, patched in places with newer mortar, with dark wooden trim around the doors and windows. Worn stone steps lead up to a wide deck that wraps around the building, and beside them stands a wooden log sign, its face hand-carved: Welcome to the Vulture's Vineyard Lodge. | ||
The | A sense of excitement builds in you as you climb the stairs. The deck boards are worn pale in a path from the steps to the heavy front door, which stands propped open in fair weather. A pair of rocking chairs sits near the rail, one angled to watch the road, and the smell of pipe smoke seems soaked into the timber itself. Whatever brings travelers over the pass, sooner or later they all cross this deck, and the deck remembers every one of them. | ||
==Event== | |||
Roll 1d6 on a 6, You reach for the heavy front door and it doesn't budge. Someone inside has accidentally thrown the latch. Choose one way in: | |||
*'''Wave someone down:''' Make a Social(1). On a success, a guest passing the front window spots you and lifts the latch with an apologetic shrug. On a failure, you're left knocking until someone finally wanders by, add 1 [[File:Time-Icon.png|40px]]. | |||
*'''Pick the lock:''' Make a Reflex(2). On a success, the old latch gives with a soft click. On a failure, you fumble at it long enough to draw a raised eyebrow from a window above, add 1 [[File:Time-Icon.png|40px]]. | |||
*'''Cast a spell:''' A spell that can open locks, such as [[Arcane Seal]], follows its own rules. | |||
==Local Gathering== | ==Local Gathering== | ||
Roll x times on this table ignoring duplicates | Roll x times on this table ignoring duplicates | ||
{| class="wikitable" | {| class="wikitable" style="color:black; background-color:#efeae2;border: 2px solid #B21224;" | ||
! Roll 1d6 !! Townsfolk | ! Roll 1d6 !! Townsfolk | ||
|- | |- | ||
| '''1''' | | '''1''' - '''3''' || [[Johnny Angel|<span style="color:#A6932B">'''Johnny Angel</span>]] | ||
|- | |- | ||
| '''4''' || [[ | | '''4''' || [[Daphne Brightledger|<span style="color:#A6932B">'''Daphne Brightledger</span>]] | ||
|- | |- | ||
| '''5''' || [[Main Page|<span style="color:#A6932B">'''Person</span>]] | | '''5''' || [[Main Page|<span style="color:#A6932B">'''Person</span>]] | ||
Latest revision as of 14:15, 7 July 2026
| Dicey Dangers, The Creepy Creature of Vulture's Vineyard | Game by Joel Hills |
Entrance to Vulture's Vineyard Lodge
As you approach Vulture's Vineyard Lodge, the building's façade is old and worn but exudes a warm charm that draws you in. Stone makes up most of its two stories, patched in places with newer mortar, with dark wooden trim around the doors and windows. Worn stone steps lead up to a wide deck that wraps around the building, and beside them stands a wooden log sign, its face hand-carved: Welcome to the Vulture's Vineyard Lodge.
A sense of excitement builds in you as you climb the stairs. The deck boards are worn pale in a path from the steps to the heavy front door, which stands propped open in fair weather. A pair of rocking chairs sits near the rail, one angled to watch the road, and the smell of pipe smoke seems soaked into the timber itself. Whatever brings travelers over the pass, sooner or later they all cross this deck, and the deck remembers every one of them.
Event
Roll 1d6 on a 6, You reach for the heavy front door and it doesn't budge. Someone inside has accidentally thrown the latch. Choose one way in:
- Wave someone down: Make a Social(1). On a success, a guest passing the front window spots you and lifts the latch with an apologetic shrug. On a failure, you're left knocking until someone finally wanders by, add 1
. - Pick the lock: Make a Reflex(2). On a success, the old latch gives with a soft click. On a failure, you fumble at it long enough to draw a raised eyebrow from a window above, add 1
. - Cast a spell: A spell that can open locks, such as Arcane Seal, follows its own rules.
Local Gathering
Roll x times on this table ignoring duplicates
| Roll 1d6 | Townsfolk |
|---|---|
| 1 - 3 | Johnny Angel |
| 4 | Daphne Brightledger |
| 5 | Person |
| 6 | Person |
Travel Locations
- North to the Reception Desk
- South out to Town Center
| The Creepy Creature of Vulture's Vineyard | ******************************************************************************************************************************************** |