In a [previous post](https://blog.dungeonometry.dev/2024/08/fotn-3-active-talents-for-your-back.html), we went through a few combat talents to keep in mind. Social talents provide a unique twist on this same challenge. So many social talents are dependent upon the details of a character. "Lunging Attack" could be performed by nearly any denizen. But "Acknowledge Me Peasant" makes no sense for a pickpocket. Having "Demand Confession" can make all the difference between a common mercenary and a zealous crusader. These unique talents are great when you have the time and know exactly which one to use. But sometimes, you just need some fallbacks to keep the game moving and social combat interesting. Here are a few you can readily drop-in. # Will Not Budge When in doubt, this is about as generically useful a social talent that a character can have. Nearly every social talent has some limitations: social standing, emotional condition, or how the action is perfor...
*These are notes for a game I ran at Gamehole Con 11. It was written for 6 Dwellers at Level 8*. The Abbey at Kells has a new illuminated manuscript. Word is spreading that it is something to behold. Tomorrow, the Coarb of Iona and his retinue arrive to assess it. The Dwellers were hired as security in preparation. The Dwellers likely believe they are to keep the manuscript secure from raiders. Though they would never own up to it, the monks have hired them to protect it from something more sinister. # Setting ## The Abbey The abbey consists of a round tower surrounded by a ring wall. The ring wall stands roughly 12 feet high and has a single wooden gate in or out. The tower stands in the center about 100 feet from the wall. Within the walls is a garden, well, and small graveyard. ### The round tower The round tower is a stone building with 3 stories and a cellar below. It is 24 feet across and has a conical roof. The opening is 10 feet from the ground. A ladder can be pulled up or d...