Dusken Glade Cell

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Dusken Glade Cell Traits

Connections (Rank 1)
Investment: 1. A Brightcandle oversees the cell, but has doubts about your adherence to Harper ideals and protocols.

  • Assistance: May seek help from other Harpers by making an Assistance check, at disadvantage.
  • Harper Cache: May not make Harper Cache checks.
  • Cell Actions or Harper Boons: None
  • Entanglements: 5% monthly chance of Harper Entanglements.

Watchers (Rank 1)
Investment: 1. A few rag-tag individuals comprise the cell's Watcher Network.

  • Cost: 1 gp per month upkeep.
  • Rumor: 1 per month
  • Report: May seek to have Watchers report back on a specific topic; Report tests are at disadvantage.
  • Watcher Summons: In a public area, a member of the cell has a 20% chance of making contact with a watcher.
  • Watcher Concerns: 5% monthly chance of Watcher Concerns.

Allies (Rank 1)
Investment: 1. The cell has a single ally of some degree of power.

  • Ally: xxx
  • Assistance/Influence/Funding: May make one at disadvantage.
  • Ally Problems: 12% monthly chance of Ally Problems.

Security (Rank 0)
Investment 0. The cell has neither security nor secrecy. For all intents and purposes, they operate out in public, and nearly anyone who knows of them can find them.

  • Cell Location: Enemies seeking to discover the cell's whereabouts automatically succeed.
  • Security Concerns: No chance of Security Concerns.

The Dusken Glade Cell is a cell of Harper operatives who operate out of the Dusken Glade Inn in Waterdeep.

Members

x

Handler

x

Headquarters

The Dusken Glade Inn. The inn has the following elements which make it a dependable headquarters.

  • A Stage Full of Music: x
  • Part of Twilight Vaeteru: x
  • Attic War Room: x
  • Trustworthy Staff: x
  • Baths Passage: x
  • Retreat Chamber: x

Allies

x