CCVV-5014
| Dicey Dangers, The Creepy Creature of Vulture's Vineyard | Game by Joel Hills |
Eleven Conversations
There are eleven separate conversations happening in this room and every one of them is being held in a slightly different register. The vineyard families do not talk the way the pass traders talk. The traders do not talk the way the Lodge staff talk. And none of them talk the way the fae in the corner are talking, which is barely at all.
This is the thing your people are actually for. Not strength, not sight, not the long memory. The ability to walk into a room where nobody agrees on anything and be, within the hour, the person all eleven conversations are willing to be interrupted by.
Make a Social(2) check.
Success: By the time the musicians take their break you have been folded into three of the eleven and quoted in a fourth. Somebody settles a small standing bet on your say-so and hands you the pot, 20 (rc), and nobody objects, which is the more impressive part.
Failure: You misjudge one register badly and spend the next half hour being politely handed off between groups until you end up near the fireplace with a drink you did not order. Nothing is broken. Nobody remembers it tomorrow. No reward, no cost.
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| The Creepy Creature of Vulture's Vineyard | ******************************************************************************************************************************************** |