Test of Grace
The Test of Grace has no set location, nor an exact order that needs to be followed, as it's designed to see if potential Guild members will choose to do something that benefits them, or benefits themselves and the Guild.
As a result the location moves, and this Test will usually occur after they have their second success.
The Setup
Moving through the town is not the simplest of things, as the Test has brought crowds to the streets in celebration. Between this and the Tests themselves it isn't uncommon to hear a yell or a shriek. The scream that rings out speaks volumes of pain and rage, however. A hush rolls over the crowd for a moment as people look for the source.
At this point, the Party can absolutely walk away, never aware that they skipped one of the Tests. Let them. The Test is all about choice, and choosing not to participate, for fear it's a trap or simple disinterest, are entirely acceptable answers, and they can walk away at any point during this test.
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Introduction
Player Guide Gamemaster Notes Alternatives Introductions Test of Skill - Guildmaster Green Test of Diplomacy - Guildmaster Red Test of Valour - Guildmaster White Test of Cunning - Guildmaster Grey Test of Knowledge - Guildmaster Blue Test of Grace - Guildmaster Violet - The Setup - Running the Test - What if the Party Works it out? Test of Survival - Guildmaster Black Additional Encounters Conclusion Consequences Non-Player Characters and Enemies |
Most would be heroes, however, when faced with a pained scream, will likely head for the source with some speed. If they do, they see the following;
A tall, blonde woman sits on the ground, clutching one leg. One simple sandal has been discarded to the side, and she clutches the swollen limb with tears of pain in her eyes.
The woman is Guildmaster Violet, Santeksuek, assuming an innocent form for the test. Sateksuek is a skilled shape-shifter and actor, and also a liar, meaning the party are going to have a very rough time spotting the charade. Still, no end of rolls are going to fully assure them that this isn't some kind of Test or, worse, an active trap - especially depending on which Additional Encounters you've chosen to run. This is probably a plus, as suspicious people live longer.
If the party tries to help the stricken woman, the following happens;
The woman waved attention away from herself. "No, not me, I'm fine," she says, pain clouding her voice suggesting that's not the least bit true, "They took my little brother! Please, they went down there! You have to help him! He's all I've got left!" She gestures towards a small warehouse, still under construction.
No one claimed Santeksuek was a subtle actor.
Many groups will still try and help the fallen woman, and examine her injured ankle. They'll find it's quite broken - as Santensuek is a very skilled shapeshifter - but it is possible, with a talent related to healing, to note there's something off about the broken join. Allow them to make a Difficult (-20%) Intelligence or, if they have a medical talent of some kind, that kind of test to notice this.
The woman, who will introduce herself as Mahrei, will explain she was chasing the people who snatched her brother when she slipped on the cobblestones and fell badly, hence the scream.
The woman, who will introduce herself as Mahrei, will explain she was chasing the people who snatched her brother when she slipped on the cobblestones and fell badly, hence the scream.
Running the Test
Attacking Sansetsuek
Some people will decide that this is all way too supicious, and decide to try fighting the unarmed, unarmoured woman with the broken ankle. Sansetsuek will try and convince them she's as harmless as she seems, taking three or so hits without dodging or trying to avoid them, and putting on there best hysteric person impression before she decides to call the test off. "Hold!" the woman on the ground barks, dodging back with a fluid grace. "You clearly have no intention of completing this test." The ankle returns to normal with a horrible crunch and the woman stands, her form rippling like water until a more neutal Nokken stands there. "Well done, you spotted what I wasn't - or I hope you did. I am Guildmaster Violet. And you have failed my test." |
The party has plenty of choices here. Following the instructions and heading towards the warehouse is the simplest, possibly leaving 'Mahrei' in the care of someone from the crowd, but there's a strong chance that any healers or simply empathic players will instead remain with 'Mahrei' and try to help or comfort her. It's even possible the whole party remains, unwilling to leave the injured woman there. If this happens, once her wounds are dealt with - through magic, talents or cunning - 'Mahrei' willl insist on moving to the warehouse, using a piece of wood or the like as a crutch.
If the party refuses to follow the kidnappers, 'Mahrei' will simply start crawling towards the door. If this pathetic sight doesn't motivate the party into action then they'll need to leave, as the crowd - mostly normal townspeople who clearly aren't able to fight - will start to ridicule them until they either help or leave.
Regardless of how they get there, the party should either end up at the Warehouse door or leaving the scene altogether.
Upon approach of the warehouse, the party see the following;
The large sandstone building is clearly but a shell of what's to some, bare wood beams visible where half the roof should be. The main entrance seem clogged with building supplies, but a small side door is simply covered by a piece of cloth fluttering in the breeze.
If the party, wisely, chose to check for other entrances or oddities they find a second door on the far side that has a door in place already, and seems to lead into the same room. It might also be possible to enter the building by climbing the wall. All three methods will take them to the same area, Room 1.
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If not accompanying the players, or with a player left to help them, Sansetsuek will assume the form of a cat and head up onto the roof, following what the players do from up there.
Room 1 - Main Floor
This cavernous room is still open to the sky, littered with building supplies and piled tools. A huddle of figures stands near the eastern wall, by the only internal door, with doors to the north and south clearly leading outside. Upon noticing the new arrival, one starts suddenly. "Hey, I thought you said no one followed you?"
The others look over, and one throws there hands up. "I wasn't!" A muffled shout is heard from the sack.
The others look over, and one throws there hands up. "I wasn't!" A muffled shout is heard from the sack.
If 'Mahrei' is with the players, the following also happens;
Looking at the sack in horror the woman lunges forward, despite being nowhere near the huddle. "Give him back to me! Now!"
The first figure looks over. "Not followed, sure. Go!" Several of the figures moves towards the party while the rest flee through the door to the east. Carrying the wiggling sack.
Looking at the sack in horror the woman lunges forward, despite being nowhere near the huddle. "Give him back to me! Now!"
The first figure looks over. "Not followed, sure. Go!" Several of the figures moves towards the party while the rest flee through the door to the east. Carrying the wiggling sack.
If 'Mahrei' isn't there, the party can try to bluff or talk there way to the group, offer to buy the child, or any number of other things. The figures will be willing to hear out just about anything, really - there goal here is to simply make the party work for the prize. So long as they can somehow make the party sacrifice, and give them a chance to escape, they'll agree with relative ease - an Easy (+10) Diplomacy check, Barter or something similar might seal the deal. If so refer to Sanetsuek's entrance in room 3, and her speech, for what happens next.
If things break down the same thing will happen as above, where four figures will attack the party and four others will flee to the room to the east.
If things break down the same thing will happen as above, where four figures will attack the party and four others will flee to the room to the east.
Sansetsuek's Thugs
Tactics: The warriors here - all fighting at a much lower strength than they're able - are simply here to slow the party down while the next scene is readied. They'll engange anyone who tries to make a break for the door, but won't put up much of a fight. Anyone paying close attention will notice that they're not fighting with the passion one might expect from people kidnapping children off the street.
Room 2 - Unfinished Office
This room seems to be intended to be an office of some kind, and is currently serving this purpose admirably, with a large bench and a stool in one corner suggesting the foreman uses this when they need to get paperwork done. Unfortunately there papers are no on the ground and a crudely made altar sits on the table instead, strange symbols carved into a chunk of dead wood holding a golden goblet. A door to the north leads to another room while the door west headed to the main floor.
The idea behind this room is to cement the scene, primarily, and that to help it feel like there is a real sense of urgency. If anyone makes a Perception test they'll notice a small cat sat up on the wall near the roof, grooming itself, but otherwise nothing of note. If anyone uses a Talent or other ability to check the cat for magic they'll get a strong reaction, and the cat will flee along the wall and into the room to the north.
Room 3 - Unfinished Storeroom
The door to this room is part open, and even pushing it a little makes it easy to hear what's going on inside. "I thought you were sure the basement was done!" One very annoyed voice calls out.
"It was meant to be!" another responded. "You can't blame me that the weekend shift is being slow!"
"But I can blame you for not checking our damned escape route was accessible!" The first voice responded with a muffled thud. The bickering continued.
"It was meant to be!" another responded. "You can't blame me that the weekend shift is being slow!"
"But I can blame you for not checking our damned escape route was accessible!" The first voice responded with a muffled thud. The bickering continued.
Assuming the party follows the obvious course, always a dangerous thing to do, and moves into the room proper then the following happens;
The four figures freeze in place for a moment as the party enters, standing around the clear beggining of a stairwell down that ends at about three steps deep. The leader moves forward after a moment. "OK, OK, you caught us. We had some poor...planning, here. But fighting, hey, might be dangerous for the kid. Would hate to see the poor tot caught by a stray blow, you know? So how about we do this instead. We give you the kid, you give us two minutes to run, and everyone wins. Or, and hear me out on this, you let us go with the kid. I have some information that your Guild - you are Guildies, aren't you, the ones doing the test thingy? Well, if you aren't this will get you in, or net you some gold coin if you like. It'll save some lives, I reckon. A hole if the defences, a mole in the ranks sorta deal. I'll even throw in some silver. We walk out, you have a nice little book of secrets and a little something else. Sounds fair?"
At this point, the party has passed the test, unless they chose to walk away. There isn't a right answer - letting these people go puts more children at risk, taking the information might save lives and there's still a chance to catch the group, inept as they are, and attacking in the hopes of getting both will put the child in the bag at risk. It is the willingness to help that's being tested, and seeing what choices they might make will help decide which jobs they're given.
Regardless of what the party does, let them make there choice. As soon as they move - to take the kid, move out of the way, attack, etc, the following occurs.
As things begin to move they stop just as suddenly when a cat leaps down from the ceiling. Even as it lands the creature flows like water, landing as a pretty blue-skinned Nokken with white hair. "Well, well. Congratulations, initiates. You succeeded at the Test of Grace. I'm sure some of you suspected this wasn't happenstance, but well done for following through." She grins. "I am Guildmaster Violet, or Sanetsuek to my friends. I'm sure you have some questions?"
Sanetsuek will cheerfully answer any questions about the test, such as, yes, it was them who was pretending to be Mahrei, so no need to worry about her. She will also reveal the child in the bag is, in fact, a Gnome member of the Guild playing the role. If questioned about what they are, Sanetsuek will explain they're a Nokken, a being with blood from Water, and her people are natural shape-shifters - they've simply taken the ability further than most. Asking questions about the other tests will mostly get a tut, but asking about the Test of Survial will get a small hint - "Make sure to check with Black what the rules are, yes?"
If asked about the test, and what the best answer is, they will explain that there isn't a right answer. The test is to see if they're willing to go out of there way, and possibly get hurt, to help someone, and for the Guild to know what kind of choices they might make in a situation like this. It's important to know where there priorities lie.
Conclusion
While there might not be a right answer on dealing with the test, certain actions will impress or upset Sanetsuek more than others, affecting there reputation with her. For every 5 points of favour they gain, they also get +1 reputation with the Guild as a whole. The opposite is, of course, true, with every -5 they gain costing them reputation.
Using magic or an item to heal 'Mahrei' - +2
Insisting on helping her in someway - +1
Agreeing to help straight away - +1
Choosing to sacrifice something of personal value to get the child back safely - +2
Choosing to either fight the kidnappers or let them go free to save the child - +1
Insisting on helping her in someway - +1
Agreeing to help straight away - +1
Choosing to sacrifice something of personal value to get the child back safely - +2
Choosing to either fight the kidnappers or let them go free to save the child - +1
Attacking Mahrei - -5
Walking away when they hear the scream - -1
Walking away from the Test once it's been revealed - -5
Taking the kidnappers deal, information for the child - -1
Any action that would hurt the child, such as area of effect spells when they're clearly present - -10
Walking away when they hear the scream - -1
Walking away from the Test once it's been revealed - -5
Taking the kidnappers deal, information for the child - -1
Any action that would hurt the child, such as area of effect spells when they're clearly present - -10