The Masks of Old Ardenhall
Grimdark · Urban · Political
Generated 2026-04-16 · seed 7341 · 254 rule firings.
Session Zero
This campaign's tone (Grimdark) and themes warrant a short session-zero conversation before play. Use the tools and prompts below.
Recommended safety tools
- X-Card — An index card on the table; any player can tap or lift it at any moment to signal "edit this out" without explanation. · When: Running the whole campaign, always available.
- Lines and Veils — Before the campaign: each player names lines (content that will not appear at all) and veils (content that fades to black if it arises). Collect privately if sensitive. · When: Session zero. Revisit if the campaign's direction shifts.
- Script Change — Four cards: rewind (go back and redo), fast forward (skip ahead), pause (take a moment out of fiction), resume (continue). Any player may call any card at any time. · When: Running a campaign with known-challenging content.
- Open Door — Any player can leave the table for any reason, any time, without explanation. Return when ready. The game pauses or continues as the group prefers. · When: Standing policy, stated at session zero.
Tone-specific prompts (Grimdark)
- Moral compromise — how bleak is too bleak for your table?
- Violence toward non-combatants — civilians, children, animals. Lines or veils?
- Betrayal by trusted NPCs — welcome as a narrative move, or off the table?
Theme prompts
- Inheritance: family-secret tension can echo personal history for some players. Safe to flag as veiled if needed.
Tools cited: X-Card (John Stavropoulos); Lines & Veils (Ron Edwards); Script Change (Beau Jágr Sheldon); Open Door (community).
Campaign Arc
Title: The Masks of Old Ardenhall System: D&D 5e Tone: Grimdark — moral compromise, sacrifice, ambiguity Setting: Urban Arc shape: Political Party: 4 × level 5 Sessions: 6 Themes: betrayal, inheritance, complicity
⚠ grimdark tone wants cost in session one make sure the opener bites
Tone palette
- the right choice costs someone innocent
- allies have their own prices
- every victory shows another cost
- the enemy has a reasonable argument
- the villain's child will be orphaned whatever the party does
Climax cues: - the villain offers a deal that would actually work - the party has to choose between two versions of the truth to make public - the hard choice is made, and nobody says anything afterward - a moment of quiet the party did not earn but gets anyway - the enemy dies unrepentant and the party is not sure how they feel - the patron arrives to take credit; the party lets them
Setting flavor
- the merchants' council holds secret sessions
- a guild's monopoly is about to break
- a rival noble house leaks information
- a writ issued under a seal that was reported lost
- a tavern frequented by clerks and lesser scribes
- a gallery hanging where everyone watches who looks at what painting
- a public square where private matters are settled
- a coffee-house whose back room is not on any map
Sessions
Session 1 — Establish
Focus: Social · Target difficulty: Medium
Beat. a minor scandal breaks — large enough to matter, small enough to be a test
Tone notes: - their inn has been robbed — by the innkeeper - the righteous path requires breaking an oath the party made - a writ issued under a seal that was reported lost
Plot advance. The inciting question surfaces; the party is drawn in.
Recurring NPC slot. A major recurring character should appear this session.
Session 2 — Investigate
Focus: Social · Target difficulty: Easy
Beat. the party discovers a vote being bought in plain sight by a neutral foreign power
Tone notes: - the only tool for the job is a weapon they can't sheathe afterward - a gallery hanging where everyone watches who looks at what painting
Plot advance. New information clarifies or complicates.
Session 3 — Travel
Focus: Exploration · Target difficulty: Easy
Beat. the road (or the waiting) between revelations — a place to let what was learned settle, and what was chosen harden
Tone notes: - victory requires the party become what they came to stop - the merchants' council holds secret sessions
Plot advance. A breather for character work; pressure briefly off.
Recurring NPC slot. A major recurring character should appear this session.
Session 4 — Complicate
Focus: Combat · Target difficulty: Medium
Beat. a duel — challenged by a faction the party had thought neutral
Tone notes: - every victory shows another cost - a rival noble house leaks information
Plot advance. Stakes escalate; easy paths close.
Session 5 — Twist
Focus: Social · Target difficulty: Medium
Beat. a seat falls vacant unexpectedly; every faction adjusts in an hour
Tone notes: - the party's patron is worse than the villain in two meaningful ways - a tavern frequented by clerks and lesser scribes
Plot advance. A revelation resets what the party believed.
Recurring NPC slot. A major recurring character should appear this session.
Session 6 — Climax: Climax
Focus: Combat · Target difficulty: Deadly
Beat. the vote is called; a last-moment speech turns three votes
Tone notes: - an innocent dies in the first act — and the story does not pretend otherwise - a coffee-house whose back room is not on any map
Plot advance. The final truth is revealed. Costs are paid. The arc closes.
Rule trace
Top rule firings that shaped this arc:
arc-select-political→campaign|arc-template|political(cf 0.95)flavor-urban-political→campaign|setting-flavor|urban|political(cf 0.90)difficulty-climax-default→campaign|climax-difficulty|deadly(cf 0.95)recurring-npc-every-two→campaign|recurring-npc-cadence|2(cf 0.85)tone-palette-match→campaign|tone-palette|grimdark(cf 0.95)difficulty-opener-grimdark→campaign|opener-difficulty|medium(cf 0.85)warn-grimdark-easy-opener-mismatch→campaign|warning|grimdark-tone-wants-cost-in-session-one-make-sure-the-opener-bites(cf 0.80)pace-slow-burn→campaign|pace-profile|slow-burn(cf 0.90)flavor-urban-political→campaign|setting-flavor|urban|political(cf 0.99)
Cast
5 named recurring characters. DM expands as needed; players learn names through play.
Emeric Fourvault
Ally · ★ major · first appears session 1
| Field | |
|---|---|
| Stat block | noble (CR 1/8, 25 XP) |
| Species | Goliath |
| Appearance | goliath, half a head taller than any human in the room; lean and quick, twenties, always half a step ahead; carefully groomed beard, eyes that miss nothing; guild-chain heavy at the neck over fine linen; a small enamel pin of a long-defunct guild |
| Voice | laughs at the wrong moments |
| Personality | warm on first meeting, reveals almost nothing of themselves |
| Quirk | cracks their knuckles after making a decision |
Motivation. Emeric owes something — money, blood, or an oath — and is being forced to act.
Hook. owes the party (or will owe them) a significant debt.
Stat-block note: well-connected; rarely fights, calls for guards.
Tamar Vallis
Villain · ★ major · first appears session 2
| Field | |
|---|---|
| Stat block | cult-fanatic (CR 2, 450 XP) |
| Appearance | slouched, tall, thirties, a posture like a question mark; tired eyes under a heavy brow, a permanent line between them; priest's cassock, immaculate, a small sigil at the throat; a small book tucked always somewhere on their person |
| Voice | whispers the important things; shouts the small ones |
| Personality | rude on the surface; will stand beside the party when it counts |
| Quirk | drinks only water, in a place where everyone else drinks something else |
Motivation. Tamar knows what is coming and is just trying to live through it.
Hook. holds or contests an inheritance tied to the arc.
Secret (DM only). knows a piece of the truth the party needs.
Spells (Cleric, CL 4): - Cantrips: spare the dying, guidance, sacred flame, thaumaturgy - Prepared: shield of faith (L1), inflict wounds (L1), command (L1), detect magic (L1), cure wounds (L1), bless (L1), hold person (L2), lesser restoration (L2), spiritual weapon (L2)
Stat-block note: cult leader; inflict wounds, hold person.
Orson Lucrez
Rival · ★ major · first appears session 2
| Field | |
|---|---|
| Stat block | commoner (CR 0, 10 XP) |
| Species | Tiefling |
| Appearance | tiefling, small horns and a subtle tail; average in every measurable dimension, forties — forgettable on purpose; aquiline, haughty, a scar no one has ever asked about; plain robe belted with a cord; the robe is newer than the cord; ink-stained fingertips from record-keeping |
| Voice | speaks as if reading from a book no one else has seen |
| Personality | soft-spoken, lets silence do the intimidating |
| Quirk | tugs at the neckcloth or collar whenever pressed |
Motivation. Orson acts to protect or reach someone they love — that person may not know.
Hook. knows a piece of the truth the party needs.
Secret (DM only). holds or contests an inheritance tied to the arc.
Stat-block note: any humble person; default for minor NPCs.
Julius Jackdraw
Informant · ★ major · first appears session 2
| Field | |
|---|---|
| Stat block | acolyte (CR 1/4, 50 XP) |
| Species | Dragonborn |
| Appearance | dragonborn, scaled in copper-and-ash; soft-handed, plump, satisfied — the body of someone who eats well and negotiates for a living; sharp nose, sharper chin, the whole face pointing at you; a merchant's long coat, patterned, a little too much; never seen without a particular leather satchel |
| Voice | low and clipped, as if afraid someone is listening |
| Personality | short sentences, no pleasantries; everything is business |
| Quirk | adjusts one sleeve three times in any long conversation |
Motivation. Julius sworn to a cause, code, or person; acts for the oath, not themselves.
Hook. is being blackmailed; the party might free them or use it.
Spells (Cleric, CL 1): - Cantrips: sacred flame, light, guidance - Prepared: healing word (L1), inflict wounds (L1), command (L1), cure wounds (L1)
Stat-block note: junior priest; a few spells.
Basilea Neville
Witness · ★ major · first appears session 3
| Field | |
|---|---|
| Stat block | commoner (CR 0, 10 XP) |
| Species | Dwarf |
| Appearance | dwarvish, shorter than most, broad-shouldered; fragile in an ornamental way, sixties, not as fragile as they look; plain in a practiced way — the face of a professional listener; tailored coat of dark wool with silver buttons; smells of lavender — intentionally |
| Voice | sighs between every third sentence |
| Personality | watches events as if from outside; takes notes others don't notice |
| Quirk | keeps their fingernails scrupulously clean in a place where no one else bothers |
Motivation. Basilea gave themselves to another being (god, demon, liege) long ago; is still paying that price.
Hook. has been watching the party; wants to warn them of something.
Stat-block note: any humble person; default for minor NPCs.
Party
4 player characters. The DM provided backstories; the hooks below are drafted from them.
| PC | Class | Backstory cue |
|---|---|---|
| Ser Yvayne | Paladin | Oath-bound to House Velherin, which was dissolved after the Red Accords. Still wears the sigil despite the ... |
| Thissa the Quick | Rogue | Owes a debt to a smuggler who vanished the night the Accords were signed. |
| Master Corwyn | Wizard | Former mentor at the College of Signs; dismissed for correspondence with a banished noble. |
| Bel Halvik | Cleric | Kin to a line of sea-captains lost to the Storm Trials; seeks the truth of what the Crown suppressed. |
Personal Hooks
One drafted hook per PC. Each ties the PC to a specific NPC, names a session to land the beat in, and gives the DM a one-line prompt to improvise from.
Ser Yvayne (Paladin)
- Tied to: Emeric Fourvault (ally · oath-bound)
- Drop in session: 2
- Personal beat: A witness to Ser Yvayne's original oath appears — in service to Emeric Fourvault.
Thissa the Quick (Rogue)
- Tied to: Julius Jackdraw (informant · tied to a lost one)
- Drop in session: 3
- Personal beat: Julius Jackdraw saw someone matching Thissa the Quick's missing person — recently, and not in the expected place.
Master Corwyn (Wizard)
- Tied to: Orson Lucrez (rival · former mentor)
- Drop in session: 2
- Personal beat: Orson Lucrez recognizes Master Corwyn — their old mentor, or their mentor's old colleague — and what passed between them remains unresolved.
Bel Halvik (Cleric)
- Tied to: Basilea Neville (witness · kin)
- Drop in session: 5
- Personal beat: Bel Halvik finds a letter, portrait, or token that links Basilea Neville to their bloodline.
Relationships
6 named relationships derived from the cast. These are the hidden wires the DM can pull at the table.
Edge list
| From | Relationship | To | Note |
|---|---|---|---|
| Emeric Fourvault | is family with | Tamar Vallis | Emeric Fourvault and Tamar Vallis are blood kin. The bond is older than the current conflict. |
| Orson Lucrez | competes with | Emeric Fourvault | Orson Lucrez and Emeric Fourvault want the same thing: status, prize, or person. |
| Basilea Neville | fears | Tamar Vallis | Basilea Neville is afraid of Tamar Vallis — with reason or without. |
| Basilea Neville | quietly protects | Emeric Fourvault | Basilea Neville watches out for Emeric Fourvault, often without Emeric Fourvault knowing. |
| Emeric Fourvault | quietly protects | Julius Jackdraw | Emeric Fourvault has intervened on Julius Jackdraw's behalf at least twice. Julius Jackdraw has attributed those moments to luck. |
| Julius Jackdraw | quietly protects | Basilea Neville | Julius Jackdraw keeps a running mental list of the people who would harm Basilea Neville, and takes small steps to blunt them. |
Plot Facts
The narrative spine. Each crucial fact should reach the party by the session listed. The reveal paths column names every handout, NPC beat, or encounter that can convey it; the 3-clue rule requires 3 paths per crucial fact.
Stakes presentation: Personal Cost Compounding.
| # | Category | Statement | Reveal by | Reveal Paths |
|---|---|---|---|---|
| ★ | Faction Allegiance | The party thinks the Crown's inner court is a player; the Crown's inner court is a piece — secretly aligned with its declared enemy. | S3 | S3: handout handout-fact-faction-allegianceS2: Julius Jackdraw confides S3: environmental clue |
| ★ | Hidden Stakeholder | Behind the visible conflict stands a figure the party has already met and dismissed. | S5 | S5: handout handout-fact-hidden-stakeholderS4: Basilea Neville confides S5: environmental clue |
| ★ | Decisive Moment | The pivotal moment is the vote taken at the last public session — the party must be present. | S3 | S2: handout handout-fact-decisive-momentS2: Emeric Fourvault confides S3: environmental clue |
| · | Compromise | The clean version of winning here does not exist — the party will have to choose which promise to break. | S3 | S1: handout handout-fact-compromiseS2: Emeric Fourvault confides |
| · | Stakes | The clock runs out at the climax. After that — more will die, and each death will cost less. | S3 | S3: handout handout-fact-stakesS2: Julius Jackdraw confides |
| · | Ally Compromise | Emeric Fourvault has been turned, or was never with the party in the first place. | S3 | S3: handout handout-fact-ally-compromiseS3: Basilea Neville confides |
✓ All crucial facts have the required reveal paths.
Contingencies
If the party misses a crucial reveal, the DM has a plan. One entry per crucial fact, 3 in total.
Faction Allegiance · fact-faction-allegiance · Medium severity
Primary reveal by session 3. Fact: "The party thinks the Crown's inner court is a player; the Crown's inner court is a piece — secretly aligned with its declared enemy."
If missed. The party backs the wrong faction. A vote turns against them; a door closes.
Stakes escalation. A decree is issued that falls heaviest on people who had nothing to do with any of this.
Fallback reveal — session 4. The party discovers correspondence between the faction and its real master, on paper that cannot be denied.
If still unknown at climax. A faction the party thought was on their side withholds support in the climax.
Hidden Stakeholder · fact-hidden-stakeholder · High severity
Primary reveal by session 5. Fact: "Behind the visible conflict stands a figure the party has already met and dismissed."
If missed. The party makes a public alliance with someone who turns out to be the stakeholder's creature.
Stakes escalation. The magistrate rules against the weaker party for the third time this month. No one protests openly.
Fallback reveal — session 6. A discarded guest list from a private gathering names everyone who attended — including the hidden name.
If still unknown at climax. The hidden stakeholder's hand is visible only in retrospect. The party's "win" is conditional.
Decisive Moment · fact-decisive-moment · Medium severity
Primary reveal by session 3. Fact: "The pivotal moment is the vote taken at the last public session — the party must be present."
If missed. The moment is moved forward; the party was expected to miss it.
Stakes escalation. A press-gang rounds up two of the party's contacts. The watch does not answer inquiries.
Fallback reveal — session 4. A forged summons — from an ally, not an enemy — draws the party to the right place at the right time.
If still unknown at climax. The decisive moment passes without the party's input. They react to its outcome.
Handouts
6 physical artifacts the players can hold, passed across the table. Print or copy the text blocks below.
Handout fact-compromise · News Clipping
Session 1 · Concerns: Emeric Fourvault
Styling. Woodcut-printed, cheap paper, thumbed edges
Reveal method. Pasted into the back of another document for reasons the party must uncover
Reveals plot fact (DM only): fact-compromise · Compromise
The clean version of winning here does not exist — the party will have to choose which promise to break.
Text to pass to players:
BODY IDENTIFIED; NAME WITHHELD AT COUNCIL'S REQUEST Chronicle, the afternoon they took my brother
The Reeve has a new cloak and will not say who paid for it. The priest has stopped reading the names of the dead from the pulpit.
Several independent sources contacted by this paper now attest the same account: Every cup here is poisoned; choose the one with the slowest poison
"They know we have been asking," said Emeric Fourvault, when pressed. "The rest will be cleared up by month's end, one way or the other."
The matter remains, by the Council's own admission, unresolved.
Handout fact-decisive-moment · Receipt Ledger
Session 2 · Concerns: Emeric Fourvault
Styling. A pawnshop or moneylender's receipt-book page; carbon-black impressions, several entries crossed out with red chalk
Reveal method. From a pile a clerk has left unattended for exactly long enough
Reveals plot fact (DM only): fact-decisive-moment · Decisive Moment
The pivotal moment is the vote taken at the last public session — the party must be present.
Text to pass to players:
PAWN RECEIPT — the hanging gardens, the day after the tax collector
Item left in keeping: (crossed out, then re-written) — a signet ring, a packet of papers, one key of unfamiliar make.
Pledged by: Emeric Fourvault.
Redemption by: the day after the tax collector, or the items pass to the holder of the receipt.
Scribbled at the bottom, different ink: "Watch for who comes to redeem. All paths bend toward the final public session; be present or be spoken about"
The receipt itself is the bearer-instrument. Whoever holds this page can claim the items.
Handout fact-faction-allegiance · Will And Contract
Session 3 · Authored by: Julius Jackdraw · Addressed to: Emeric
Styling. Vellum, two signatures, a third signature scratched out
Reveal method. Among the papers in a locked chest the party had no legal reason to open
Reveals plot fact (DM only): fact-faction-allegiance · Faction Allegiance
The party thinks the Crown's inner court is a player; the Crown's inner court is a piece — secretly aligned with its declared enemy.
Text to pass to players:
Agreement between the undersigned, dated the afternoon they took my brother:
Party the First agrees that the smallholder's field was cleared overnight and no one will say by whom. Party the Second agrees that the winter stores are three weeks short and no one has spoken of it. Both parties acknowledge that What looks like a player in this game is in truth a piece, moved by another hand and bind themselves accordingly.
Signed: Julius Jackdraw. Signed: (scratched out). Witnessed: (blank).
The scratched-out signature can just be made out: it is a name the party recognizes.
Handout fact-stakes · Personal Note
Session 3 · Authored by: Julius Jackdraw · Addressed to: Emeric
Styling. Torn from a larger page; the hand shook when writing
Reveal method. Left on the party's door, pinned with a knife — a small knife, not a warning
Reveals plot fact (DM only): fact-stakes · Stakes
The clock runs out at the climax. After that — more will die, and each death will cost less.
Text to pass to players:
Leave the lane behind St. Oswin's tonight
They know you spoke to Julius Jackdraw
They took my father's horse and said it was mine to give
Don't come back
Handout fact-ally-compromise · Wanted Poster
Session 3 · Concerns: Basilea Neville
Styling. Printed on rough paper, nailed to a post; the drawing is crude but recognizable
Reveal method. The party sees one of these on a signboard — and recognizes the face
Reveals plot fact (DM only): fact-ally-compromise · Ally Compromise
Emeric Fourvault has been turned, or was never with the party in the first place.
Text to pass to players:
WANTED
Basilea Neville
For: the gibbet at the crossroads has a fresh body every Sunday.
Last seen the back door of the Theatre Royal, the day after the tax collector.
Reward: offered by a clasped hand-bearing agents. Speak to the watch-captain of the nearest town.
The child is already paid for
Poster is dated the day after the tax collector. The drawing — a rough woodcut — is unmistakably someone the party has met.
Handout fact-hidden-stakeholder · Letter
Session 5 · Authored by: Basilea Neville · Addressed to: Emeric
Styling. Smudged with what might be ink and might not be
Reveal method. Found on the body — a body the party was not expecting to find
Reveals plot fact (DM only): fact-hidden-stakeholder · Hidden Stakeholder
Behind the visible conflict stands a figure the party has already met and dismissed.
Text to pass to players:
If you are reading this, I did not come back.
The children have stopped playing in the square. The rationed loaves are smaller each week; the tally of consumers is not. I should have listened when they warned me. Here is what I found out too late: A name keeps surfacing in quiet places that no public record admits — note it the next time it comes round
The one thing that matters now: forget you saw me.
Tell my sister I tried.
Basilea Neville
Treasure Overview
Total across campaign: ~21264 gp · magic-item cap 6.
| Session | Type | Rarity | Coin/Art | Magic items | Session total |
|---|---|---|---|---|---|
| 1 — Establish | Individual | Common | 30 gp | — | 30 gp |
| 2 — Investigate | Individual | Common | 20 gp | — | 20 gp |
| 3 — Travel | Individual | Common | 90 gp | — | 90 gp |
| 4 — Complicate | Hoard | Uncommon | 100 pp, 2800 gp, 5000 sp, 500 cp | Mace of Disruption | 11805 gp |
| 5 — Twist | Individual | Common | 10 gp | — | 10 gp |
| 6 — Climax | Climax Reward | Rare | 80 pp, 2300 gp, 12000 sp, 900 cp | Cloak of Displacement | 9309 gp |
Trap Summary
| Session | Trap | Type | Tier | Detect DC | Disarm DC |
|---|---|---|---|---|---|
| 4 | Collapsing Floor | Mechanical | Major | 18 | 20 |
| 6 | Tripwire Alarm | Mechanical | Lethal | 20 | 22 |
Encounters by Session
Session 1 — Establish · Encounter
Session 1 encounter — Social · Medium · Urban
Dramatic shape: Social Challenge. A structured social encounter. Skill checks replace sword swings; stakes replace hit points.
How to run: Run as a skill challenge: each PC makes one check per round against the DC ladder. Track successes vs failures. Complications trigger at round 2+.
No monsters. This is a social scene.
Objective. Talk, bargain, or intimidate to a working outcome.
Social challenge — stakes: Standard
- DC ladder: 14 → 15 → 16 → 17
- Successes needed: 3 before 3 failures
- NPCs involved: npc-ally
Stakes: - Success: Terms are agreed. The NPC shakes on it — resources, passage, or a name. - Partial: They agree to part of it, but the price is higher than expected. Take it or leave it. - Failure: Talks break down. The NPC walks out, and the offer won't come again.
Complications (introduce at round 2+): - The NPC offers to help — but only if the party betrays someone they care about. - A corpse is discovered nearby; suspicion falls on the party.
Scene features: - crowded street - rooftop chase - market stall cover - witnesses or eavesdroppers - a ticking clock or shifting allegiance
Treasure — Individual · Common
- Coin. 30 gp
- Total value. ~30 gp
Between sessions — downtime options
The following activities are available to the party during downtime:
- Craft a Weapon (Crafting)
- Spend downtime forging or assembling a nonmagical weapon. Requires proficiency with smith's tools or appropriate artisan's tools.
- Check: Smith's Tools DC 12 · Cost: 15 gp
- Outcome: One nonmagical weapon of the chosen type, ready for use.
- Tavern Carousing (Carousing)
- Spend an evening drinking, gambling, and swapping stories at a local tavern.
- Check: Persuasion DC 11 · Cost: 10 gp
- Outcome: Make 1d3 contacts among locals. On a critical success, learn a useful rumor.
- Extended Rest (Recuperation)
- Spend downtime in complete rest — a warm bed, decent meals, no exertion.
- Check: Constitution DC 10 · Cost: 5 gp
- Outcome: Remove one level of exhaustion or end one disease/poison effect.
Session 2 — Investigate · Encounter
Session 2 encounter — Social · Easy · Urban
Dramatic shape: Social Challenge. A structured social encounter. Skill checks replace sword swings; stakes replace hit points.
How to run: Run as a skill challenge: each PC makes one check per round against the DC ladder. Track successes vs failures. Complications trigger at round 2+.
No monsters. This is a social scene.
Objective. Talk, bargain, or intimidate to a working outcome.
Social challenge — stakes: Standard
- DC ladder: 14 → 15 → 16 → 17
- Successes needed: 3 before 3 failures
- NPCs involved: npc-villain, npc-ally, npc-rival, npc-informant
Stakes: - Success: The subject breaks. The confession is detailed and verifiable. - Partial: They confess to some of it — enough to raise new questions, not enough to close the case. - Failure: They hold firm. The party's leverage is spent, and the subject knows it.
Complications (introduce at round 2+): - The NPC reveals they know a party member's secret — and will use it. - The NPC offers to help — but only if the party betrays someone they care about.
Scene features: - narrow alley - sewer grate - rooftop chase - witnesses or eavesdroppers - a ticking clock or shifting allegiance
Treasure — Individual · Common
- Coin. 20 gp
- Total value. ~20 gp
Between sessions — downtime options
The following activities are available to the party during downtime:
- Tavern Carousing (Carousing)
- Spend an evening drinking, gambling, and swapping stories at a local tavern.
- Check: Persuasion DC 11 · Cost: 10 gp
- Outcome: Make 1d3 contacts among locals. On a critical success, learn a useful rumor.
- Extended Rest (Recuperation)
- Spend downtime in complete rest — a warm bed, decent meals, no exertion.
- Check: Constitution DC 10 · Cost: 5 gp
- Outcome: Remove one level of exhaustion or end one disease/poison effect.
Session 3 — Travel · Encounter
Session 3 encounter — Exploration · Easy · Urban
Objective. Reach the target location or uncover the hidden detail.
Creatures: - 1× Veteran (700 XP each)
Budget: party 1000 XP · raw 700 · adjusted 700 · on-target
Tactics: - 1× Veteran: Triple attack (two longsword, one shortsword). High HP. Tough fight for low-level parties.
Terrain features: - crowded street - market stall cover - sewer grate
Hazards: - crowd panic - guard response d6 rounds
Treasure — Individual · Common
- Coin. 90 gp
- Total value. ~90 gp
Between sessions — downtime options
The following activities are available to the party during downtime:
- Craft a Weapon (Crafting)
- Spend downtime forging or assembling a nonmagical weapon. Requires proficiency with smith's tools or appropriate artisan's tools.
- Check: Smith's Tools DC 12 · Cost: 15 gp
- Outcome: One nonmagical weapon of the chosen type, ready for use.
- Tavern Carousing (Carousing)
- Spend an evening drinking, gambling, and swapping stories at a local tavern.
- Check: Persuasion DC 11 · Cost: 10 gp
- Outcome: Make 1d3 contacts among locals. On a critical success, learn a useful rumor.
- Extended Rest (Recuperation)
- Spend downtime in complete rest — a warm bed, decent meals, no exertion.
- Check: Constitution DC 10 · Cost: 5 gp
- Outcome: Remove one level of exhaustion or end one disease/poison effect.
Session 4 — Complicate · Encounter
Session 4 encounter — Combat · Medium · Urban
Objective. Defeat every hostile creature.
Creatures: - 2× Veteran (700 XP each)
Budget: party 2000 XP · raw 1400 · adjusted 2100 · on-target
Tactics: - 2× Veteran: Triple attack (two longsword, one shortsword). High HP. Tough fight for low-level parties.
Terrain features: - crowded street - narrow alley - rooftop chase
Hazards: - crowd panic - falling from rooftop (1d6/10ft)
Hazards — 1 trap
- Collapsing Floor (Mechanical · Major)
- Trigger: Weight exceeds threshold on weakened section
- Effect: Floor gives way; fall + debris damage. (7d6 damage, DC 15 save)
- Detect: DC 18 · Disarm: DC 20
- Reset: none — permanent collapse
Treasure — Hoard · Uncommon
- Coin. 100 pp, 2800 gp, 5000 sp, 500 cp
- Magic items:
- Mace of Disruption (Rare (attunement)) — +2d6 radiant vs. fiends and undead. Wis save or frightened. Destroys undead at ≤ 25 HP.
- Total value. ~11805 gp
Between sessions — downtime options
The following activities are available to the party during downtime:
- Craft a Weapon (Crafting)
- Spend downtime forging or assembling a nonmagical weapon. Requires proficiency with smith's tools or appropriate artisan's tools.
- Check: Smith's Tools DC 12 · Cost: 15 gp
- Outcome: One nonmagical weapon of the chosen type, ready for use.
- Extended Rest (Recuperation)
- Spend downtime in complete rest — a warm bed, decent meals, no exertion.
- Check: Constitution DC 10 · Cost: 5 gp
- Outcome: Remove one level of exhaustion or end one disease/poison effect.
- Tavern Carousing (Carousing)
- Spend an evening drinking, gambling, and swapping stories at a local tavern.
- Check: Persuasion DC 11 · Cost: 10 gp
- Outcome: Make 1d3 contacts among locals. On a critical success, learn a useful rumor.
Session 5 — Twist · Encounter
Session 5 encounter — Social · Medium · Urban
Dramatic shape: Social Challenge. A structured social encounter. Skill checks replace sword swings; stakes replace hit points.
How to run: Run as a skill challenge: each PC makes one check per round against the DC ladder. Track successes vs failures. Complications trigger at round 2+.
No monsters. This is a social scene.
Objective. Talk, bargain, or intimidate to a working outcome.
Social challenge — stakes: Standard
- DC ladder: 14 → 15 → 16 → 17
- Successes needed: 3 before 3 failures
- NPCs involved: npc-villain, npc-ally, npc-rival, npc-informant, npc-witness
Stakes: - Success: They're frightened. They'll do what you ask, fast and without eye contact. - Partial: They're scared enough to cooperate now, but they'll look for payback later. - Failure: They call the bluff. Word gets out that the party makes threats it can't back up.
Complications (introduce at round 2+): - The NPC offers to help — but only if the party betrays someone they care about. - A corpse is discovered nearby; suspicion falls on the party.
Scene features: - narrow alley - market stall cover - sewer grate - witnesses or eavesdroppers - a ticking clock or shifting allegiance
Treasure — Individual · Common
- Coin. 10 gp
- Total value. ~10 gp
Between sessions — downtime options
The following activities are available to the party during downtime:
- Tavern Carousing (Carousing)
- Spend an evening drinking, gambling, and swapping stories at a local tavern.
- Check: Persuasion DC 11 · Cost: 10 gp
- Outcome: Make 1d3 contacts among locals. On a critical success, learn a useful rumor.
- Extended Rest (Recuperation)
- Spend downtime in complete rest — a warm bed, decent meals, no exertion.
- Check: Constitution DC 10 · Cost: 5 gp
- Outcome: Remove one level of exhaustion or end one disease/poison effect.
Session 6 — Climax · Encounter
Session 6 encounter — Combat · Deadly · Urban
Dramatic shape: Moral Dilemma. The fight is the wrong answer. Talk, trade, or compromise exists and is rewarded.
How to run: Enemy has a clear alternate resolution (accept surrender, hear a plea, accept tribute). Roll social checks first round to establish; enemy reacts accordingly. Victory condition: Non-combat resolution grants full XP + narrative reward. Defeating them still works but has a cost.
Objective. Bring down the leader. The minions may flee or stand.
Creatures: - 1× Knight (700 XP each) - 2× Cult Fanatic (450 XP each)
Alternate resolution (non-combat path): - Offer: something the enemy wants more than the party's defeat - Check: Persuasion or Insight DC 14 (or proof of what the offer costs) - Success: The enemy accepts; the encounter ends without combat. Party gains full XP + narrative reward. - Refuse: Combat proceeds at the stated difficulty. Party gains XP but narrative cost remains.
Budget: party 4400 XP · raw 1600 · adjusted 3200 · on-target
Tactics: - 1× Knight: Plate-mailed. Multiattack. Leadership aura buffs mooks' attack rolls. - 2× Cult Fanatic: Dark Devotion vs charm/fear. Inflict Wounds for a nasty melee burst.
Terrain features: - crowded street - narrow alley - sewer grate - a neutral party watching; a child or bystander the violence will harm
Hazards: - crowd panic - guard response d6 rounds
Hazards — 1 trap
- Tripwire Alarm (Mechanical · Lethal)
- Trigger: Thin wire at shin height
- Effect: Bells ring or crossbow fires; alerts guards. (14d10 damage, DC 15 save)
- Detect: DC 20 · Disarm: DC 22
- Reset: manual
Treasure — Climax Reward · Rare
- Coin. 80 pp, 2300 gp, 12000 sp, 900 cp
- Magic items:
- Cloak of Displacement (Rare (attunement)) — Attacks against you have disadvantage unless immune to illusion. Breaks on damage until start of next turn.
- Total value. ~9309 gp
Quick Reference
| Session | Role | Focus | Difficulty | Creatures | Budget (adj) |
|---|---|---|---|---|---|
| 1 | Establish | Social | Medium | no combat | — |
| 2 | Investigate | Social | Easy | no combat | — |
| 3 | Travel | Exploration | Easy | 1× Veteran | 700/1000 |
| 4 | Complicate | Combat | Medium | 2× Veteran | 2100/2000 |
| 5 | Twist | Social | Medium | no combat | — |
| 6 | Climax | Combat | Deadly | 1× Knight, 2× Cult Fanatic | 3200/4400 |
Coherence Check
18 validators ran. 0 errors, 0 warnings, 0 notes.
✓ No coherence issues detected.
Source brief
{
"title": "The Masks of Old Ardenhall",
"arc-type": "political",
"tone": "grimdark",
"setting": "urban",
"pace": "slow-burn",
"session-count": 6,
"party-level": 5,
"party-size": 4,
"themes": [
"betrayal",
"inheritance",
"complicity"
],
"seed": 7341,
"pcs": [
{
"name": "Ser Yvayne",
"class": "paladin",
"backstory": "Oath-bound to House Velherin, which was dissolved after the Red Accords. Still wears the sigil despite the Crown's prohibition."
},
{
"name": "Thissa the Quick",
"class": "rogue",
"backstory": "Owes a debt to a smuggler who vanished the night the Accords were signed."
},
{
"name": "Master Corwyn",
"class": "wizard",
"backstory": "Former mentor at the College of Signs; dismissed for correspondence with a banished noble."
},
{
"name": "Bel Halvik",
"class": "cleric",
"backstory": "Kin to a line of sea-captains lost to the Storm Trials; seeks the truth of what the Crown suppressed."
}
]
}