
Okay, now I’m just trying to confuse my readers. Today is not, in fact, a Dungeon Crawl Classics deity or patron write-up or a light, heroic system exploration, but instead our second dedicated level-up post! This Saturday we’ll kick off Story 3 of Tales of Calvenor, and then next Wednesday we’ll get back to the DCC goodness. Today, like my other Wednesday posts, is a decidedly “game notes only” one, so if you’re here just for the narrative you can skip it.
You may recall that, when the PCs reached Level 2, I outlined a plan for future level-ups: “Since it took me 10 posts for the PCs to reach Level 2 (and yes, all three will advance today), I’ll be looking for Level 3 around post 30, whenever a natural Downtime there makes sense. If I’m still writing these characters around post 60 (and wouldn’t that be great?!), they’ll achieve Level 4. Etcetera.” I’ve changed this approach after the last 18 posts, deciding that extending each level will get boring for me. Leveling up is fun! And writing weekly posts, while amazingly rewarding, is a lot of work. Simply put, I want the experience of leveling up more often than I’d originally outlined.
Instead, I’m sticking to a “approximately twenty chapters per level” pace. Any PCs that have survived to, roughly, Chapter 50 will reach Level 4 (Chapter 50! Can you imagine!?). If I ever start a new story in this same world, with new PCs and using Tales of Argosa rules, I’ll maintain the 10 chapter to Level 2, and then 20 chapters after that.
You may notice that I’m not asking the extremely talented Anaislalovi to provide new PC art this time around. I was ready to do so but then realized that, visually, the PCs hadn’t changed as much from Level 2 to 3 as they’d done from 1 to 2. Good news, though: She’s generously offered to help with my DCC deity and patron images, so you’ll have more of her awesome art in a week.
Now… on to the main event!
Alric Mistsong (or is it Alric Darkheart now?)

Before we get into Downtime, let’s recall what PCs get when the level up in Tales of Argosa. First, they receive +1 to an Attribute of their choice, excluding Luck and Initiative, up to 16. For Alric, I considered a few different options—namely Strength, Constitution, and Willpower, all of which would have made some sense from his arduous adventures. But, when it comes down to it, he’s hungry for knowledge and is going to spend this Downtime delving into the Lodge’s forbidden archives and advancing his own magical repertoire. His Intelligence is currently 15, so it makes the most sense to increase it to a maximum (for advancement purposes) to 16.
In terms of Hit Points, our Magic User moves from 14 maximum to… wait for it… 15! His Attack Bonus improves from +1 to +2 (that staff work paying off). Like his comrades, he now has 4 Rerolls available for the next adventure, which encourages me to put them in even more peril. Alric gains an extra spell use per day, now able to cast 3 total. He’ll also gain a new spell, and can choose from either of the scrolls he received in the Starless Rift: A Wisp Unseen (i.e. invisibility) or Place of Perfect Night (i.e. darkness). Since the latter hurts his party as much as his opponents, I’ll choose A Wisp Unseen, poetically the same spell he witnessed Hadren Kelthorn cast at the beginning of our second story. It’s arguably duplicative to Cradle of Formlessness (which he has yet to cast!) in terms of a “get out now” or infiltration spell, but I still like it from an Orthuun-themed perspective.
At Level 3, each PC has the same class ability available to them: A totally Unique Feature that I make up, bespoke to that character. It’s such a cool and trusting feature of the game, and yet another example of why I love Tales of Argosa. For Alric, I admit that I’m utterly smitten with my own DCC write-up of Orthuun as a patron (see link in first paragraph), so I’m going to insert a bit of that design here. Alric’s Unique Feature will be Invoke Patron: Once per adventure, he can voluntarily take a DDM effect to roll on a custom table of cool things Orthuun might do on his behalf. Warning: I’m getting comfortable enough in this system that I will prooooooobably make a custom DDM table for Orthuun, also based on my write-up, in addition to his Invoke Patron effect table. Fun fun!

Maelen Marroson

Our fighter has gone through a rough time, almost dying in both adventures so far and gaining a madness she’ll need to wrestle with in Downtime. Fortunately, she gets some sweet advances at Level 3. Her Strength is already 16, so it’s not obvious where to place her Attribute bonus. For me, the choice is between Constitution (which gives her more hit points) or Willpower (which helps her recover hit points faster). I’ll let the narrative decide here… if anything, I think Maelen is less hardy than before, having been beaten down repeatedly. But her Willpower is stronger than ever, and she’s found new reserves she didn’t know existed. It increases from 11 to 12. That said, her Hit Points do get a boost, from 20 maximum to 23. Her Attack Bonus moves from +2 to +3, and Maelen now also has 4 Rerolls available, plus 3 uses of Adaptable.
Of the three PCs, I didn’t go into this level-up with an idea for how to use her Unique Feature at level 3. Thankfully, there are a bunch of ideas offered in the Tales of Argosa rulebook. Browsing that list, there are a ton of potential winners for Maelen. In fact, every single one of these makes narrative sense:
- Charmed Life (increase maximum Luck score by 1 point)
- Dauntless (gain advantage when resisting Fear or Madness effects)
- Ferocious Rage (gain a limited version of a Barbarian’s Ferocious Rage)
- Iron Grit (increase hit point maximum by 5)
- Pack Tactics (spend a Reroll to grant an ally a move or attack action)
- Signature Weapon (treat damage dice for favored weapon as exploding)
I mean, c’mon! Those are all solid gold for Maelen! To choose, I’m going to lean once again on a principle of this entire story, one of the dice shaping the narrative. Let’s roll a 1d6! I roll… 4! Iron Grit it is… Maelen is apparently both more willful and hardier after Downtime. The other cool thing about this option is that it can only be chosen if the character has survived a Death Save.

Vessa Velthorn

Finally, it’s our rogue’s turn. Vessa’s Dexterity and Perception are already 16 and 17, respectively, so she can’t choose either of her key stats to increase. Instead, I’m going to use the +1 Attribute bonus on Constitution, because right now it’s only 10 (increasing to 11) and it makes sense that she’s gotten hardier after her various adventures. I also briefly considered Intelligence, since Alric shares a lot of his knowledge with her, but that feels less useful overall.
Thanks to the Con boost, her Hit Points move from 14 maximum to 17, a nice improvement. Her Attack Bonus moves from +1 to +2, she now has 4 Rerolls, and 3 uses of her Tricks. Moreover, she gains a new Trick! I’m going to reduce her options to 1) Blind Sense, 2) Hidden Blade, 3) Quick Reflexes, 4) Slippery Mind, and 5) Recon Leader. I’ll roll a DCC-special 1d5 for that and get Slippery Mind, which means “when subject to magical forces that control or detect your thoughts, or locate you, you may choose to make a Will check to fool, mislead, or negate the effect. This ability lasts 2d6 minutes.” Aha! Apparently hanging around Alric has rubbed off on her in some way!
Finally, rolled into the end of Story 2 assuming that Vessa’s Unique Feature would be allowing her to Backstab with her shortbow. However, I’m conflicted about making her too Ranger-y, and also see a few from the rulebook that fit her well. So, let’s make a random table as we did with Maelen:
- Born to Loot (can spend a Reroll to make GM reroll a Carry Loot roll)
- Charmed Life (increase maximum Luck score by 1 point)
- Marksman (no disadvantage when shooting further than weapon’s range and never roll to hit an ally in melee—admittedly a rule I sometimes forget)
- Pilfer Pouch (you may spend an action to discover a random item)
- Rangercraft (gain limited version of the Ranger ability)
- Sniper (can use Backstab with ranged weapons)
Here we go… I roll Pilfer Pouch, allowing Vessa once per adventure to roll a d100 to discover something she’s stolen along the way. That ability makes some sense with how I’m going to steer this next adventure, actually, so I’m happy about it even if it’s likely less useful than some of the others above. It also, I’m realizing, harkens back to her very first appearance in the story, when she stole a writ-seal in a night of revelry!

Our crew is getting more complex and capable! Hopefully these newfound abilities and stats can help them survive to see Chapter 50 and thus Level 4. Speaking of which…
Let’s get to the next story! On Saturday, I’ll make the all-important Downtime rolls to kick us off, see if a) Alric can successfully get access to forbidden knowledge, b) Maelen can deal with her madness, c) Vessa can avoid arrest, and figure out what the hook for the next adventure will be!
As always, if you have comments on either the story or game notes, feel free to post a comment below or email me at jaycms@yahoo.com.
Next: The Chained Steps [with game notes]

















