ToC30: Surprises

[game-notes version here]

Artwork by © anaislalovi. All rights reserved

XXX.

Thawmere 12, Wyrdsday, Year 732

Maelen looked from the lad to the lass and frowned. Dammit all and young people’s urges. It was clear that the two of them had kindled some sort of romantic connection when returning from the Starless Rift, and it was equally clear that Rusk, the fellow Vessa had brought, was now a rival in his eyes. The mage’s intense stare was fixed on the blocky man, and he returned the gaze with a smirk. Vessa swallowed and looked uncomfortable. Meanwhile, as the awkward silence stretched on, patrons in the tavern were beginning to mumble and whisper all around them. This bloody mess was not something she needed. Maelen silently cursed and tried to rein in the situation.

“Nice to see you, lad,” she said. He blinked and seemed to see her for the first time. Maelen took her chair, swiveled it around, and sat. “How’s the ale here?”

“Oh! Maelen. It’s good to see you too. And Vessa,” he looked at her and nodded once, swallowing hard. “You too. Who’s this?”

Vessa sat next to Alric, leaving the chair across from her for Rusk. The thug dropped into it heavily.

“Alric, this is Rusk. Rusk, Alric,” Vessa said with a too-wide smile. Maelen spotted beads of sweat on the lass’ forehead.

“Rusk then,” Alric nodded at the man, his face carefully neutral. “How do you know these two? An old associate, perhaps?”

Rusk smirked. “Nah,” he said in a harsh whisper barely audible over the din of the tavern. “You could say Vessa and I are…” he smiled. “New friends.”

It was as if someone had slapped the mage. He went rigid, his jaw clenching. “What is that supposed–” he began to say angrily, but Vessa cut him off.

“Anyway!” she slapped the table. “Let’s get some ale, like Mae said. We’ve got business to discuss.” She fished into a pouch and produced a small handful of copper oaks. “Rusk, can you grab us four, please?”

His broad, blunt face looked like he was about to argue, but after a heartbeat the man shrugged, grunted, took the coins, and sauntered off lazily.

“What in the Herald’s name–” the lad began again, and once again Vessa cut him off, this time with a sharp wave of her hand and an exasperated sigh.

“Alric, please! Not here, not now. I thought it would be helpful to have some extra muscle for… whatever it is you’re about to drag us into. Rusk is good in a fight.”

He blinked, confused. “What I’m about to drag you into?”

“You have to admit, lad,” Maelen chuckled, trying to lighten the mood although she could feel her temper rising. She still couldn’t believe she had to deal with this nonsense. “That when we all meet in a tavern, it usually leads us into some sort of terrible danger. I’m not complaining, mind you—it also tends to lead to coin. So, spill it… What have you been doing these past two weeks that you wanted to tell us?”

Alric looked truly torn, whether to pursue his interrogation of Vessa or say whatever he’d planned to say. He studied the lass’ features, his own face suddenly drawn and haunted. Then his eyes flicked to the bar, where Rusk was waiting for their mugs. He pressed his lips together and seemed to make up his mind. With a nod, he brushed a hand through his long hair and blew out a breath.

“Okay, yes. Well. I have been busy, and yes there’s quite a lot. It took me several days and not a small sum of silver to gain access to,” he glanced around and lowered his voice. “The scrolls I’ve been wanting to read. It’s been fascinating!” A bright glint entered his eyes, and inwardly Maelen shook her head. She simply didn’t understand people who got joy out of reading in dark rooms.

“Maybe the quick version, lad,” Maelen interrupted, leaning over the table. “Vess says that Rusk is trustworthy, but only share what you’re happy to have him hear once he comes back.”

Vessa didn’t look happy at the comment, and Alric paused, thinking. His eyes flicked again over to the thug at the bar. “Yes, alright. Have you heard of the Silent Compact?” he asked, almost too quietly to hear.

She and Vessa stared at him. He nodded. “I didn’t think so. It was…” he licked his lips, as if looking for the right words, “A secret crusade, hundreds of years ago, by three separate religious orders here in the city. They are the ones that led the defeat of…” his gaze wandered over the surrounding tables to see if anyone was listening. “You-know-who. They built Thornmere Hold! They trapped the demon’s generals! They saved Oakton!” He leaned back, blowing out another long breath. “I’ve discovered what orders were involved, but not the individuals. And everything written from this mysterious group is innuendo and code, so I still don’t know where the other hidden locations are or what they contain. But I’m getting closer. I just,” he brushed a hand through his hair again. “I just need more time.”

As he quieted, Vessa frowned. “So… you’re not sending us back out into the wilds?”

Maelen burst out in an unexpected belly laugh. Tables around her quieted and began whispering. “You sound disappointed, lass! I thought you said you weren’t leaving the city for a good long while.”

Vessa crossed her arms and stuck out her bottom lip in a pout. “I’m not disappointed, just surprised. So why are we here, Alric?”

“I… need more silver. If you have it. To bribe the scribe who’s giving me access.”

Vessa’s mouth dropped open. “You’ve spent your share? Already?”

Maelen crossed her arms, temper rising again. “How much are we talking, lad? We’re here to gain coin, not give it away.”

Before he could answer, Vessa tapped her chin with a thin finger. “Hey, Mae. Maybe we go after this merchant’s brat, then? While we’ve got Rusk’s services?”

Maelen rolled her eyes. “No, dammit. I said leave it alone and it’ll pass. But I do have a lead on a job if you’re bored. And we don’t even have to leave the city.”

“Wait, whose son?” Alric said, seemingly annoyed by the change in subject. “I’m talking about saving us all, not wealth! I may eventually have information that even the Castellan should hear!” he hissed.

Maelen glowered. “I’ve said it before, lad: We’re not heroes. Find your info and warn the city officials, if that’s your goal. But pay for it yourself. Vess and I are here to–”

“I’m sorry to interrupt, dove,” a wry, harsh voice interjected. “But the scribe here and I’re overdue a conversation.”

Maelen turned to see a middle-aged man in black leather, with close-cropped dark hair going gray at the temples, heavy salt-and-pepper stubble on his sharp jaw. He was lean and muscled, with a sword at his hip, and every bit of him bore scars. The long line of an old knife wound pulled one side of his mouth, it looked like a divot had been taken out of the side of his neck, and long-ago burns pitted the skin of one forearm—and those were just the ones she took in with a glance. Everywhere there were thin white lines of old wounds. This man was a dangerous one, she saw immediately, but that realization didn’t stay her temper. Rage bloomed in her chest, making her cheeks hot.

For his part, Alric seemed to have no recognition of the man at all. He blinked in surprise. “Me? Who are–”

“Get in line, old man,” Maelen growled from her chair. “We’re talking to the lad, and you can wait your turn outside.” The urge to fight and spill blood rose, her fingers aching to pull loose her mace and throttle this intruder, city watch be damned.

“Ah,” he smiled easily, spreading his calloused hands. “Can’t, see.” His hard eyes flicked down to his left breast, then back up to meet hers. She looked where he indicated. A beaten metal symbol shone in the dim light at the back of the tavern, looking like a cat’s claw. It was the sign of the Iron Thorn, Oakton’s for-hire law enforcement. Maelen narrowed her eyes and he grinned, turning his attention back to Alric smugly. “This fellow and I’re gonna talk. Now.”

The man’s eyes flicked casually to Vessa, taking in the table. Then his head whipped back and fixed on her. His expression melted into disbelief.

“You!” he gasped.

Without a word, Vessa vaulted from her seat and ran for the door.

The Iron Thorn man wasn’t surprised for long. He snarled something and dashed after Vessa, both of them weaving through wailing clerks and scribes.

“What is happening!?” Alric yelled into the chaos.

“After her! Let’s go!” she barked, and threw her chair aside to pursue.

Unlike Vessa and the man, Maelen didn’t try to avoid anyone. She tossed pale, robed figures aside and pushed her way through abandoned chairs. As she passed Rusk, holding four mugs precariously, foam slopping over the rims, she beckoned him to follow. All the while, Maelen kept her eyes on Vessa and the door to the tavern.

Vessa stumbled and the scarred man almost caught her at the door, but with a burst of speed she launched herself outside, the yawning doorway shedding light across the room’s interior. The man slipped out as well, and then both figured disappeared from view. Maelen cursed and redoubled her efforts, hoping that Alric and Rusk were close behind.

By the time Maelen was out into open air, the rage in her chest was tinting her vision red. She breathed hard like a bellows, and her knuckles tingled as if she’d punched someone. Had she done so, to clear the way? Maelen didn’t remember. Huffing, she scanned the streets. Many passerby had stopped to gawk at whatever was happening, including a decent crowd in front of the Inkbinders Lodge.

She spied the man in black on a street to her right just as Rusk and Alric burst from the door, panting. “There!” she barked, then stomped after them. Maelen didn’t think there was any way she—or especially Alric—would catch Vessa in a footrace, but she hoped that the gray-templed man was less spry. Tackling him to the ground was just as good. She kept the man in black within her sights as she ran, ready to throttle his scarred face if she could reach it.

Vessa must have turned down a narrow alleyway and dropped one of her smoke bombs, because Maelen skidded to her right and found herself choking on bitter mist that burned her eyes. Growling, she pushed forward and through the cloud and into an empty alleyway. She paused and heard footsteps slapping the cobblestones around a bend, and dashed ahead. Behind her, at least one of her companions followed several paces behind, though she didn’t turn to see who.

All of Maelen’s instincts told her she was being rash, that she didn’t even know what relationship this man had to Vessa, much less Alric. Besides, pummeling an Iron Thorn agent was a fast way to finding oneself in shackles in a dungeon somewhere. The man was likely in pursuit of Vessa because of her warrant, and while it was fine for Vessa to dodge the authorities, actually interfering—by assaulting the legal officer, no less—wasn’t the smart move. And yet, she redoubled her effort, panting and sweating, her hands tight fists. Screw smart moves. She needed to hit that man, like a fish needed water.

Maelen burst from an alleyway into a largely empty street somewhere in the warehouse district. The man in black stood across the street with his back to her, looking up and examining one of the windows. He was also panting, but not nearly as hard as Maelen, and as she jogged towards him he turned.

“You’re an associate of hers–?” he began to ask.

But Maelen punched him straight in the face.

Next: Brannic Sootward [with game notes]

ToC30: Surprises [with game notes]

[prose-only version here]

Artwork by © anaislalovi. All rights reserved

Chapter XXX! Let’s go! As I mentioned last week, I’m going to try two new things in this third story of Alric, Maelen, and Vessa. First, I’m attempting to keep the adventure confined to Oakton, both giving me a chance to flesh out the city and pressure-testing Tales of Argosa’s flavor of urban adventuring. By the time the PCs head back out into the wilds beyond the city walls, I suspect the experience will be harrowing in the extreme.

My second goal this time around is to try weaving multiple “mini-adventures” into the narrative. My feeling with the Starless Rift is that it placed Alric a little too center stage as the protagonist, which makes sense since his patron is the primary antagonist. This time, hopefully the interweaving of smaller stories will help balance the scales a bit. Besides, the “mini-adventures” idea sounds fun… I’m basically just going to keep pummeling the PCs with problems until around Chapter 50, when they’ll earn more Downtime.

We’ve already established a few plot threads: First, Vessa’s confrontation last Downtime with (we now know) a merchant’s son Joryn is going to turn into trouble for the party, and this plot connects somehow with Alric’s access to the Inkbinders Lodge’s forbidden tomes. We also have Neddy Rook’s “secret ruin” (which will be within Oakton) offer, and the promise of treasure. But we can do more!

It’s time to revisit the famed Threads and Characters lists. I currently have 17 Threads entries. Stripping out what’s already covered by the three above, Alric’s research, and any that absolutely take place outside of Oakton, I’m left with: 1) Alric in debt to his family, 2) Vessa’s stolen writ-seal and forgotten night of revelry (way back in Chapter 1!), 3) Major magic item: The Bonebreaker, and 4) Golden lanterns: Keys to defeating Orthuun? Easy enough… let’s roll a 1d4! I roll a 3, the Bonebreaker. Excellent. I now have multiple places where I can drop surprises and twists on the PCs, keeping them on their toes. There’s also one mini-adventure per PC, plus the promise of the Ruins, which includes all of them equally. I’ll start a separate little sheet to keep track of how each is progressing over the twenty-or-so chapters.

Let’s not forget the Characters list, though! As I pull the threads above, I’ll be rolling on this list regularly, modified to take out any characters clearly outside of the city (like Sarin the Night Captain, Saelith the Vanished, or the hill giant from Chapter 25). In fact, let’s begin with a Characters roll, and we’ll have that person kick off the story. I roll Brannic Sootward, the Iron Thorn investigator that Joryn-the-punk was going to intimidate when Maelen and Vessa interfered. Perfecto!

XXX.

Thawmere 12, Wyrdsday, Year 732

Maelen looked from the lad to the lass and frowned. Dammit all and young people’s urges. It was clear that the two of them had kindled some sort of romantic connection when returning from the Starless Rift, and it was equally clear that Rusk, the fellow Vessa had brought, was now a rival in his eyes. The mage’s intense stare was fixed on the blocky man, and he returned the gaze with a smirk. Vessa swallowed and looked uncomfortable. Meanwhile, as the awkward silence stretched on, patrons in the tavern were beginning to mumble and whisper all around them. This bloody mess was not something she needed. Maelen silently cursed and tried to rein in the situation.

“Nice to see you, lad,” she said. He blinked and seemed to see her for the first time. Maelen took her chair, swiveled it around, and sat. “How’s the ale here?”

“Oh! Maelen. It’s good to see you too. And Vessa,” he looked at her and nodded once, swallowing hard. “You too. Who’s this?”

Vessa sat next to Alric, leaving the chair across from her for Rusk. The thug dropped into it heavily.

“Alric, this is Rusk. Rusk, Alric,” Vessa said with a too-wide smile. Maelen spotted beads of sweat on the lass’ forehead.

“Rusk then,” Alric nodded at the man, his face carefully neutral. “How do you know these two? An old associate, perhaps?”

Rusk smirked. “Nah,” he said in a harsh whisper barely audible over the din of the tavern. “You could say Vessa and I are…” he smiled. “New friends.”

It was as if someone had slapped the mage. He went rigid, his jaw clenching. “What is that supposed–” he began to say angrily, but Vessa cut him off.

“Anyway!” she slapped the table. “Let’s get some ale, like Mae said. We’ve got business to discuss.” She fished into a pouch and produced a small handful of copper oaks. “Rusk, can you grab us four, please?”

His broad, blunt face looked like he was about to argue, but after a heartbeat the man shrugged, grunted, took the coins, and sauntered off lazily.

“What in the Herald’s name–” the lad began again, and once again Vessa cut him off, this time with a sharp wave of her hand and an exasperated sigh.

“Alric, please! Not here, not now. I thought it would be helpful to have some extra muscle for… whatever it is you’re about to drag us into. Rusk is good in a fight.”

He blinked, confused. “What I’m about to drag you into?”

“You have to admit, lad,” Maelen chuckled, trying to lighten the mood although she could feel her temper rising. She still couldn’t believe she had to deal with this nonsense. “That when we all meet in a tavern, it usually leads us into some sort of terrible danger. I’m not complaining, mind you—it also tends to lead to coin. So, spill it… What have you been doing these past two weeks that you wanted to tell us?”

Alric looked truly torn, whether to pursue his interrogation of Vessa or say whatever he’d planned to say. He studied the lass’ features, his own face suddenly drawn and haunted. Then his eyes flicked to the bar, where Rusk was waiting for their mugs. He pressed his lips together and seemed to make up his mind. With a nod, he brushed a hand through his long hair and blew out a breath.

“Okay, yes. Well. I have been busy, and yes there’s quite a lot. It took me several days and not a small sum of silver to gain access to,” he glanced around and lowered his voice. “The scrolls I’ve been wanting to read. It’s been fascinating!” A bright glint entered his eyes, and inwardly Maelen shook her head. She simply didn’t understand people who got joy out of reading in dark rooms.

“Maybe the quick version, lad,” Maelen interrupted, leaning over the table. “Vess says that Rusk is trustworthy, but only share what you’re happy to have him hear once he comes back.”

Vessa didn’t look happy at the comment, and Alric paused, thinking. His eyes flicked again over to the thug at the bar. “Yes, alright. Have you heard of the Silent Compact?” he asked, almost too quietly to hear.

She and Vessa stared at him. He nodded. “I didn’t think so. It was…” he licked his lips, as if looking for the right words, “A secret crusade, hundreds of years ago, by three separate religious orders here in the city. They are the ones that led the defeat of…” his gaze wandered over the surrounding tables to see if anyone was listening. “You-know-who. They built Thornmere Hold! They trapped the demon’s generals! They saved Oakton!” He leaned back, blowing out another long breath. “I’ve discovered what orders were involved, but not the individuals. And everything written from this mysterious group is innuendo and code, so I still don’t know where the other hidden locations are or what they contain. But I’m getting closer. I just,” he brushed a hand through his hair again. “I just need more time.”

As he quieted, Vessa frowned. “So… you’re not sending us back out into the wilds?”

Maelen burst out in an unexpected belly laugh. Tables around her quieted and began whispering. “You sound disappointed, lass! I thought you said you weren’t leaving the city for a good long while.”

Vessa crossed her arms and stuck out her bottom lip in a pout. “I’m not disappointed, just surprised. So why are we here, Alric?”

“I… need more silver. If you have it. To bribe the scribe who’s giving me access.”

Vessa’s mouth dropped open. “You’ve spent your share? Already?”

Maelen crossed her arms, temper rising again. “How much are we talking, lad? We’re here to gain coin, not give it away.”

Before he could answer, Vessa tapped her chin with a thin finger. “Hey, Mae. Maybe we go after this merchant’s brat, then? While we’ve got Rusk’s services?”

Maelen rolled her eyes. “No, dammit. I said leave it alone and it’ll pass. But I do have a lead on a job if you’re bored. And we don’t even have to leave the city.”

“Wait, whose son?” Alric said, seemingly annoyed by the change in subject. “I’m talking about saving us all, not wealth! I may eventually have information that even the Castellan should hear!” he hissed.

Maelen glowered. “I’ve said it before, lad: We’re not heroes. Find your info and warn the city officials, if that’s your goal. But pay for it yourself. Vess and I are here to–”

Brannic Sootward is about to interrupt, but first we need to figure out who the heck he is. I’ll use the same general approach as I used creating Rusk, from the Hireling tables: First, is Brannic a non-combatant or mercenary? I roll high/low and get mercenary. What’s his background? I roll 1d8 and get ex-city watch, which makes perfect sense since he’s an Iron Thorn investigator (the Iron Thorn are essentially the “for hire” police in Oakton). His personality is reckless, which is a surprise, and his distinctive trait is obvious scars. Sounds like a badass! Gear-wise, he has a shortsword, shortbow, and medium armor. And sure, let’s roll on the Catchphrase Table: “Fucking magic innit?” Ha! Okay, good enough. Let’s get this party started…

“I’m sorry to interrupt, dove,” a wry, harsh voice interjected. “But the scribe here and I’re overdue a conversation.”

Maelen turned to see a middle-aged man in black leather, with close-cropped dark hair going gray at the temples, heavy salt-and-pepper stubble on his sharp jaw. He was lean and muscled, with a sword at his hip, and every bit of him bore scars. The long line of an old knife wound pulled one side of his mouth, it looked like a divot had been taken out of the side of his neck, and long-ago burns pitted the skin of one forearm—and those were just the ones she took in with a glance. Everywhere there were thin white lines of old wounds. This man was a dangerous one, she saw immediately, but that realization didn’t stay her temper. Rage bloomed in her chest, making her cheeks hot.

For his part, Alric seemed to have no recognition of the man at all. He blinked in surprise. “Me? Who are–”

“Get in line, old man,” Maelen growled from her chair. “We’re talking to the lad, and you can wait your turn outside.” The urge to fight and spill blood rose, her fingers aching to pull loose her mace and throttle this intruder, city watch be damned.

“Ah,” he smiled easily, spreading his calloused hands. “Can’t, see.” His hard eyes flicked down to his left breast, then back up to meet hers. She looked where he indicated. A beaten metal symbol shone in the dim light at the back of the tavern, looking like a cat’s claw. It was the sign of the Iron Thorn, Oakton’s for-hire law enforcement. Maelen narrowed her eyes and he grinned, turning his attention back to Alric smugly. “This fellow and I’re gonna talk. Now.”

The man’s eyes flicked casually to Vessa, taking in the table. Then his head whipped back and fixed on her. His expression melted into disbelief.

“You!” he gasped.

Without a word, Vessa vaulted from her seat and ran for the door.

I said that I’ve been itching for a Chase, so it shall be so! Chases in Tales of Argosa are a ton of fun. Normally they’re resolved when a whole party is either in pursuit or retreat, but in this case it will just be Vessa (the quarry) versus Brannic (the chaser), with Maelen, Alric, and Rusk far behind. The first step is to figure out the starting gap, 1d4+3 abstact “lengths.” Since they’re both starting at the same table, I’m going to say Vessa begins with only the minimum distance of 4 lengths.

The Chase itself lasts six legs. The timescale for each leg is flexible, whatever fits the story. If Brannic can reduce the gap to zero before the end of the last leg, he’s caught her. If not, Vessa escapes. I’ll use the Human, Assassin stats for Brannic, minus the poisoned blade.

So, how do we resolve the legs? It’s a two step process. First, each side makes opposed Con(Athletics) checks. Vessa rolls a 5 under 11, which is a Great Success. But Brannic is a wily veteran, and rolls a 2 under 13. Since he won and also has a Great Success, he gains 2 lengths, halving the distance. The second step is to roll on the Chase Event table. Vessa rolls Burst of Speed. If she can succeed on another Con(Athletics) roll, she’ll dig deep and gain a length. Another 5 does it, and since it’s a Great Success I’ll give her both lengths back. Distance: 4 lengths.

Leg 2: Brannic again wins (11 versus 12), but a regular success gains only one length this time. Vessa then rolls All In!, allowing her to take an action to improve her escape. She’ll drop a Smoke Bomb, giving Brannic a -2 to his next roll. Distance: 3 lengths.

Leg 3: Both sides roll a Terrible Failure! Hm. I think this means the distance stays the same. Vessa then rolls Hidey Hole. She makes a Dex(Stealth) check (Success) while Brannic makes a Perc(Detection) check (Success) – and no matter what the result the Chase ends. With the -2 from the smoke bomb, both individuals roll the exact same number under their target. Hm again. I think this means that a) Vessa gets away through an alleyway, but b) though Brannic can’t catch her, he clocks exactly where she went. For this escape, Vessa rolls a Luck(Con) to see if she’s Fatigued. She rolls a 10 over 9, failing. Yep, she’s Fatigued, meaning she loses 1 point of Constitution and is Encumbered (disadvantage on many checks) until she sleeps.

See? Chases are fun!

The Iron Thorn man wasn’t surprised for long. He snarled something and dashed after Vessa, both of them weaving through wailing clerks and scribes.

“What is happening!?” Alric yelled into the chaos.

“After her! Let’s go!” she barked, and threw her chair aside to pursue.

Unlike Vessa and the man, Maelen didn’t try to avoid anyone. She tossed pale, robed figures aside and pushed her way through abandoned chairs. As she passed Rusk, holding four mugs precariously, foam slopping over the rims, she beckoned him to follow. All the while, Maelen kept her eyes on Vessa and the door to the tavern.

Vessa stumbled and the scarred man almost caught her at the door, but with a burst of speed she launched herself outside, the yawning doorway shedding light across the room’s interior. The man slipped out as well, and then both figured disappeared from view. Maelen cursed and redoubled her efforts, hoping that Alric and Rusk were close behind.

By the time Maelen was out into open air, the rage in her chest was tinting her vision red. She breathed hard like a bellows, and her knuckles tingled as if she’d punched someone. Had she done so, to clear the way? Maelen didn’t remember. Huffing, she scanned the streets. Many passerby had stopped to gawk at whatever was happening, including a decent crowd in front of the Inkbinders Lodge.

She spied the man in black on a street to her right just as Rusk and Alric burst from the door, panting. “There!” she barked, then stomped after them. Maelen didn’t think there was any way she—or especially Alric—would catch Vessa in a footrace, but she hoped that the gray-templed man was less spry. Tackling him to the ground was just as good. She kept the man in black within her sights as she ran, ready to throttle his scarred face if she could reach it.

Vessa must have turned down a narrow alleyway and dropped one of her smoke bombs, because Maelen skidded to her right and found herself choking on bitter mist that burned her eyes. Growling, she pushed forward and through the cloud and into an empty alleyway. She paused and heard footsteps slapping the cobblestones around a bend, and dashed ahead. Behind her, at least one of her companions followed several paces behind, though she didn’t turn to see who.

All of Maelen’s instincts told her she was being rash, that she didn’t even know what relationship this man had to Vessa, much less Alric. Besides, pummeling an Iron Thorn agent was a fast way to finding oneself in shackles in a dungeon somewhere. The man was likely in pursuit of Vessa because of her warrant, and while it was fine for Vessa to dodge the authorities, actually interfering—by assaulting the legal officer, no less—wasn’t the smart move. And yet, she redoubled her effort, panting and sweating, her hands tight fists. Screw smart moves. She needed to hit that man, like a fish needed water.

Maelen burst from an alleyway into a largely empty street somewhere in the warehouse district. The man in black stood across the street with his back to her, looking up and examining one of the windows. He was also panting, but not nearly as hard as Maelen, and as she jogged towards him he turned.

“You’re an associate of hers–?” he began to ask.

But Maelen punched him straight in the face.

Next: Brannic Sootward [with game notes]

DCC Deity 03 – Caldrien, the Herald

  1. Quenvara, the Rootmother – DeityPatron
  2. Orthuun, the Blind Sovereign – Deity Patron

It’s been roughly a month and a half since I finished my second full write-up of converting my Calvenor cosmology to deities and patrons (see links above). I haven’t forgotten about this project or been uninterested in continuing it, but things like finding a heroic system to play Paizo Adventure Paths and leveling up my protagonists have taken up this Wednesday slot.

Oh, and I may have also used some of this time to commission an ultra-cool image of today’s god by the almighty Anaislalovi. She’s generously agreed to continue supporting this project, so expect more amazing images of the pantheon as these entries roll on! Always, all artwork is © anaislalovi with all rights reserved. Instead of being a jerk and taking her stuff for free, throw a few bucks her way!

Since it’s been a minute, here’s a reminder of what I’m doing today: My Tales of Calvenor story involves a completely homebrewed world, playing the game Tales of Argosa. I have fallen in love with this world of mine, and already done a lot of work in the background on things like, for example, the eternal struggle between humanity’s city-gods and the demon-gods of the wilds. Since I aspire to run a Dungeon Crawl Classics (my all-time favorite fantasy TTRPG) campaign with friends in Calvenor, one of the biggest barriers to doing so is the detailed work of creating homebrewed deities and patrons. Voila! This project is—slowly, with affection—creating those conversions.

At the same time, I’m addressing my longtime confusion of what constitutes a “deity” as distinct from a “patron” in DCC. In Calvenor, clerics and wizards can choose any of the immortal beings in my setting, city-gods or demon-gods, to be the source of their power. Your DCC class, essentially, dictates the nature of your relationship with that being and what the god lets you do.

Since my story has recently turned to the city of Oakton and a swirling series of subplots surrounding the Inkbinders Lodge, it only made sense to tackle the Herald next.  

The God Caldrien, the Herald

Okay, first of all… how great is that art!? Working with Ana is a joy, and she’s so talented.

This write-up was the first one in which I was truly flying solo without looking at an existing deity from either the DCC RPG Annual or one of the dozens of third-party supplements. Apparently, a god of history, information, and news is rare, and so thinking of, for example, Caldrien’s canticles was more difficult and took me longer than the previous two. They also, as a result, might be less balanced. I worry that “Scholarly Recollection” is a little underpowered, and perhaps that “Consult the Scrolls” is too good. For the third canticle, I made a whole new spell called “Voice of Authority” that was my attempt at the classic Command spell, DCC-style, until I realized that the spell Word of Command is in the core rulebook, and somehow I’d missed it despite looking at the list several times. Doh! So now that third canticle is a little goofy.

For Calvenor fans, note that I made Caldrien’s sacred animal the mouse. Tatter was going to have a role as either Alric’s familiar or a scout from the Lodge, had the little critter survived. Alas.

Anyway, here he is as a deity… Enjoy!

You can also view the full PDF of Caldrien here.

Next week, we’ll turn our attention to Caldrien as a patron. Please let me know what you think below or via email at jaycms@yahoo.com!

ToC29: The Chained Steps

[game-notes version here]

Artwork by © anaislalovi. All rights reserved

XXIX.

Thawmere 12, Wyrdsday, Year 732

Vessa cinched her belt as she entered the small bedroom. She froze, surprised, then groaned in frustration. Smoothly, she wove her way through discarded clothes and empty bottles to the bed and looked down on the figure there. He was pale and barrel-chested. His left ear, the one facing her as he softly snored on his side, had a cauliflower look to it, clearly the result of some fight. The man kept his head shaved down to stubble, but eyebrows were blonde and part of a heavy brow.

“Rusk,” she said roughly, patting his broad cheek. “We’re going to be late. Let’s go.”

He stirred and blinked wearily, raising a scarred, beefy hand to shield squinting eyes from a sunbeam.

“Huh?” he grumbled, voice quiet and gravely.

“I said get up,” she sighed, throwing a shirt at him. “You said you were up when I got up. If you want in on this job, we leave now.”

“Babe,” he smiled, still shielding his eyes. “Come back to bed, eh?” Rusk never spoke above a whisper. Vessa wasn’t sure if he couldn’t speak louder or simply refused to, but she suspected the latter. He was the kind of guy that tried his best to both blend into the background and intimidate others, excellent occupational skills for a hired thug.

“Your call,” she winked, but her face was irritated. Vessa moved towards the door.

He grunted in exasperation, picking up the rumpled shirt from the bed while swinging his thick legs to sit up. “Fine, fine. I’m coming.”

She watched him dress, arms folded. Rusk stood about the same height as her but probably weighed twice as much. He looked like his grandfather might have been a tree stump, because everything about the man was squat and thick, and he moved with no sense of urgency whatsoever. Twice she threatened to leave if he didn’t hurry, and finally threw open the door and stormed out as he slowly laced up his boots. Now that she considered it, she’d never seen Rusk do anything quickly in their short acquaintance.

But he followed her ably enough and caught up to her as she stopped outside the Swaying Lantern, the dockside inn where she’d stayed the past week. The smell of tar, horse dung, and sweat assaulted her nose upon the damp planks. It was a clear day, but still crisp in winter at the start of a new year. Practical trade-goods shops crowded around the inn, a small mercantile oasis amidst the busy docks. All around, laborers mended nets, walked with crates upon their shoulders, and pulled goods with horse-drawn carts. Gulls cried overhead, and somewhere distant was a chorus of hammering from a construction project. Vessa shaded her eyes with a hand from the bright sun, since the docks received less shade from the sprawling Argenoak’s branches than most of the city.  

“Where’re we going?” Rusk huffed softly at her side.

“First we meet my friend, then we go see the wizard.” Vessa bit her lip when saying that last part. She hadn’t seen Alric since they’d arrived back in Oakton two weeks ago, despite a few attempts by them both. The prospect of a reunion made her stomach flutter.

“Come on,” she set off. “We’re definitely going to be late.”

Vessa strode briskly along the docks, the shops giving way to workers tying up skiffs, with the broad Bay of Mists before them. Larger ships littered the bay, perhaps ten total at a quick glance. True to its name, fog shrouded the horizon, masking the low hills of the peninsula and the Bayren skyline. Why would anyone live in a city that never saw the sun? But the scene was beautiful, even if the enormity of the ocean frightened her.

The mercantile smells became brine and fish as they moved along the docks. Here, gulls clouded overhead, squawking and squabbling over food. Vessa tried to avoid the thickest areas of white bird droppings, but more of the docks looked splattered in paint than not. Rusk, for his part, followed ably and asked no more questions.

Two-thirds of the long walk down the docks they came to a set of worn stone steps descending into the bay. It was as if the steps were made for a giant, wide and each half as tall as Vessa. At the top of the stairs was a large statue of an otter, shielding its eyes with one paw and looking out protectively. Most striking, however, was the enormous iron chain that was bolted to the top step and tumbled down the staircase, disappearing into the dark water. The place was called the Chained Steps, a monument to the Harbormaster, god of sea trade, shipping, and safe harbor. Sailors and dockworkers ritualistically came here to touch the chain either before or after a voyage, and tales abounded of foolhardy captains from other nations ignoring the ritual and drowning shortly thereafter.

Today, no crew members crowded around the chain. Instead, two priests in dark blue robes with heavy iron chains around their necks tended the monument. One of them—a stocky, bearded man with a dour expression—seemed to be instructing a skinny girl of no more than fifteen years. The girl was on her hands and knees, sweating as she scrubbed a brush over the second step from the top. Neither of them paid any mind to Vessa and Rusk as they approached, nor when Maelen stepped out from behind the otter statue and waved them over.

“You’re late,” she said gruffly once they’d reached earshot.

“Sorry Mae,” Vessa said reflexively, but the warrior was eyeing the man at her shoulder.

“Who’s this, then?”

“Ah. This is Rusk Holloway,” Vessa stepped sideways so the two of them could face one another. She waved a hand. “He’s agreed to help us out this time. Rusk, this is Maelen Marrosen.”

Rusk nodded nonchalantly and Maelen scowled. “Help with what?” she asked.

Vessa shrugged. “Whatever mess Alric is dragging us into this time.”

Maelen grunted and pulled Vessa several steps away by the arm, grip firm. She leaned in close, her breath smelling of fish. “You trust him?”

Vessa glanced over to the man, who was leaning against the otter and looking out over the bay with half-lidded eyes. She quirked a grin. “He’s just hired muscle, and anyway owes me a favor. If he gets out of line, just cuff him like you do me.”

The warrior grunted, fingers straying to the black head of her mace. “Hrmph. Fine. Any trouble selling the lantern?”

She shook her head. “Nope. Easy. Sixty silver.”

Maelen blinked. “Oh, nice.” Then she squinted, frowning. “You haven’t spent it all already, have you?”

“What, me? No, I still have…” Vessa rubbed at her nose. “Well, most of it, anyway.”

“Dammit, lass…” Maelen began, but Vessa cut her off.

“How about you? Any luck on my warrant?”

Noise snagged her attention, and Vessa looked up to see a pack of sailors making their way to the Chained Steps. She and Maelen waited for the group to pass. As they did so, they laughed and seemed to take particular pleasure in taunting a young man among them, who Vessa guessed was new to their crew. They moved to the far end of the steps towards the immense chain.

“Yes, actually,” Maelen said, her eyes trained on the sailors. “Hasn’t been easy, though, and I had to drink half my weight in ale to loosen some lips.”

Vessa grinned. “Thank you for your sacrifice.”

A gust of wind sent the gray strand of hair into Maelen’s eyes, and she brushed it away irritably. “Anyway, the lad you poked is named Joryn Vellorin, son of a book merchant. Seems he was in that alleyway to shake down some rival of his mother’s business or something, and we interrupted it. The kid is furious and still talking about gutting you.”

Vessa scoffed. “He was such a prat. Let him try.”

Now it was Maelen’s turn to grin, but it was just a flicker and then her expression turned grave. “But Vess…” she looked over her shoulder to see if Rusk was listening, but the man seemed as disinterested in them as anything else on the docks. She dropped her voice anyway. “This merchant, the mother… she’s been blackmailing guild officials, I hear, throwing a lot of money around.”

“Guild officials?” Vessa frowned. “Which guild?”

“Inkbinders Lodge,” Maelen said the word reluctantly, and like it had a foul taste. “All I could find out was it was something about getting access to parts of the archives she shouldn’t have access to.”

“Forbidden archives…” Vessa said absently, fingers hovering near her nose before dropping away. Her stomach fluttered. “You think it’s the same books Alric has been looking for? About Orthuun or whatever?”

“Damned lad’s got me paranoid,” she spat. “But… yeah. Maybe. We’ll ask him. I don’t like it, though. Too many things crowding together.”

“I mean, Mae,” Vessa grinned, trying to lighten the mood. “It’s probably just a book dealer wanting expensive books to sell. Anyway, maybe I should pay this Joryn a visit. See if I can get him to drop the warrant.”

Her friend scoffed, shaking her head. “I’d just wait it out, lass. A couple of months and he’ll move on.” She squinted up at the sun overhead. “Speaking of which, it’s almost midday. Let’s go see the lad and whatever news he’s got to share.”

Vessa signaled Rusk, who pushed himself from the stone otter and followed in their wake. They left as a great roar erupted from the pack of sailors, some collective joke or accomplishment they celebrated. The sound immediately triggered thoughts of a burning Vastren Hollow, of small packs of people screaming. She glanced over her shoulder. The group crowded around the new member, slapping his back and smiling. She shook her head, trying to banish the images of horror and desperation from her mind.

As they left the bay and entered the warehouse streets, eventually fishmonger carts gave way to stalls selling lamp oil, wax seals, reed pens, and cheap paper. Ledger clerks in robes of muted colors hustled between buildings, competing with horse carts carrying goods from one quarter to another. The streets were just wide enough for the carts, but narrow enough that Vessa scanned for cutpurses and thieves at every corner. The three of them must have looked like the criminals in the quarter, though, as crowds tended to part around Maelen’s grim face and Rusk’s nonchalant swagger.

On one curved street, the buildings momentarily parted, revealing Lake Miran. The body of water sat in the middle of the city, surrounded by a walking path and littered with small stone shrines. Couples sat upon benches, looking out over the water while children tossed bread to birds. The Argenoak’s trunk took up one whole length of the lake, but Vessa couldn’t see it from their brief glimpse. Instead, the Argenoak’s presence came from the twilight hues of the immense canopy overhead. Branches larger than most buildings stretched above them protectively, sunlight escaping only in glittering gems upon the cobblestones.

After the momentary view of open air, the street turned back to crowded structures and away from the lake. For the last third of their walk, the streets climbed gently upwards, the cobblestones turning older and the buildings taller. They entered the oldest part of Oakton, where guildhouses and civic buildings took center stage. Their footsteps echoed on streets less bustling than the docks or warehouse quarter, with fewer strong smells that threatened to overwhelm them.

The tavern Alric had chosen sat across from the Inkbinders Lodge, the tall and narrow building of pale stone that served as the guildhouse for scribes, clerks, historians, messengers, and the like. It was also, not coincidentally, the most sacred building of the Herald, god of news and history. Vessa glanced up, seeing tall slit windows stacked one above another, climbing skyward. Somewhere atop the Lodge was the famed belltower, rung at various times throughout the year. She had never, not once, thought of entering the Lodge. It was a place meant to preserve truth, or at least the truth city officials cared about. It radiated all the warmth of a fortress or prison. Vessa couldn’t imagine that Alric spent every day in that formal, dead place, looking at scrolls and books.

“Lass!” Maelen’s voice called out, breaking her reverie. She looked around and saw Maelen and Rusk flanking the doorway of the tavern across the street, like two bouncers. Her friend jerked her chin impatiently, and Vessa stepped through robed clerks to join them.

They entered into a narrow common room with a low ceiling, well lit by large windows that looked out at the Lodge. The wooden tables were all pale wood and scarred from use, crowded with people talking in low voices, with no music overlaying the general murmuring. Various framed documents and writs adorned the walls, along with a large chalkboard with “House Notices” in large script, with much smaller print below that Vessa couldn’t be bothered to read. A long bar stretched along one wall, and she noted that the waiters and waitresses were adorned in robes of bright blue, showing not an ounce of skin other than their faces and hands. Taken in total, it was by far the least interesting tavern Vessa had ever experienced, and there was no wonder why she’d never spent a night in the Quiet Margin before.

“He’s there, at the back,” Maelen grunted, and led them through the throngs of robed patrons, almost all of them with ink-stained clothes or fingers. Vessa and her two companions weren’t the only ones in leathers and with weapons hanging from their belts, but near enough that low conversations quieted as they passed.

Waiting for them at a table far enough back that it required a candle atop it was Alric, dressed in his gray scribe’s robes instead of his black traveling clothes. The intricate metal headpiece did not adorn his brow either. Indeed, the only recognizable items from their previous expeditions were his rune-carved staff and travel satchel. If Vessa hadn’t spent so much time with him, she likely wouldn’t have been able to pick him out from the general crowd here.

Yet she had spent time with him, hadn’t she? As his dark eyes met hers, her stomach fluttered. He smiled briefly, until he noticed Rusk at her side. Alric’s features flickered with confusion, then knitted into a frown. Vessa swallowed, trying to meet his gaze again, to exude an air of being nonplused. The mage didn’t look her way, though, and instead studied the burly mercenary carefully.

It was only then that Vessa realized bringing Rusk may have been a terrible mistake.

Next: Surprises [with game notes]

ToC29: The Chained Steps [with game notes]

[prose-only version here]

Artwork by © anaislalovi. All rights reserved

Welcome to our third story in Calvenor! There’s a lot to get into today, so I’ll jump right in. If you missed the level-up bonus post mid-week, here it is!

Our three PCs have officially entered Downtime, alive and with packs full of loot. Unlike last time, each PC has some specific goals for this time between adventures, so we’ll be going character by character through today. Before the individual explorations, though, let’s define this Downtime period. To see how much time will pass between adventures, I’ll roll 2d6 on the handy Downtime Period table: The result is 1d3+1 weeks, or… 2 weeks! Wow. A much shorter time than last time, which makes some sense narratively.

What’s going to officially end this period and kick off another adventure? I roll 1d6 on the Downtime Event table and get: 2, GM Special. That’s less helpful, but thankfully fits right into the broad idea that I had planned for this adventure. I’ll put a pin in this result for a moment and now turn to our individual PC activities.

Let’s begin with Vessa. Her biggest complication heading into Oakton is the warrant on her head, which will persist a full three months even after this Downtime. Staying in the city is dangerous for her. So, I’ll make a Luck(Per) roll, with the logic that if she can spot the City Watch before they snag her, she’ll be okay. She needs a 14 or less on a d20 and rolls 13. Whew! She avoids incarceration for now, and her Luck drops to 10. One possibility I was holding in my mind is that we would begin this adventure with a prison break!

Vessa’s biggest vice is carousing, but given the short Downtime period, I first want to deal with her sale of the golden lantern she obtained in the Starless Rift’s vault. I handwaved the sale of the first lantern, but they’re a possible plot-hook for me now (on my Threads list for adventure tie-ins) so I want to pay a little more attention to them now. It also gives me a chance to roll my first Black Market Trade roll. I’ll assume she has underworld connections through the Latchkey Circle, which is the first prerequisite for making such a sale. Second, Vessa must make another Luck save, this time Luck(Cha), to avoid a complication. It’s a true 50/50 roll, and she rolls a 9! Her Luck drops to 9, but she makes the sale without incident.

…and thus, begins carousing. I’ll say she spends the money she made on the golden antique lantern. Here’s her Carousing table roll: 87, which is Hireling, “By some miracle (aka alcohol), you attract the service of 1 (rolled on 1d3) random hireling, who agree to work with you for free for one week. If you want to retain them beyond this, you’ll have to pay as normal.” Oh, excellent! This roll gives us an opportunity to both add a character at the beginning of the next adventure and test out the Hireling rules.

Let’s make a Hireling! First, is it a non-combatant or mercenary? I roll high-low and get mercenary. What’s his (for maximum romantic tension) background? I roll 1d8 and get thug. His personality on a d00 table is lazy, and his signature trait is that he only whispers. A 1d12 gets us his gear: heavy mace, medium armor. And his catchphrase (yes, there’s a table for this!) is “I feels it in me bones.” He’ll have the same stats as a Human Bandit, which basically means he has no bonuses or penalties to any stats and has 1d8 hit points. I’ll use my homebrewed handy name generator and come out with Rusk Holloway. I’ll flesh out his background later. For now, Vessa will have his services for free for 1 week starting at the story, then will need to pay him to retain his services thereafter.

All in all, quite a successful Downtime for Vessa Velthorn, despite the depleted Luck! And welcome, Rusk!

XXIX.

Thawmere 12, Wyrdsday, Year 732

Vessa cinched her belt as she entered the small bedroom. She froze, surprised, then groaned in frustration. Smoothly, she wove her way through discarded clothes and empty bottles to the bed and looked down on the figure there. He was pale and barrel-chested. His left ear, the one facing her as he softly snored on his side, had a cauliflower look to it, clearly the result of some fight. The man kept his head shaved down to stubble, but eyebrows were blonde and part of a heavy brow.

“Rusk,” she said roughly, patting his broad cheek. “We’re going to be late. Let’s go.”

He stirred and blinked wearily, raising a scarred, beefy hand to shield squinting eyes from a sunbeam.

“Huh?” he grumbled, voice quiet and gravely.

“I said get up,” she sighed, throwing a shirt at him. “You said you were up when I got up. If you want in on this job, we leave now.”

“Babe,” he smiled, still shielding his eyes. “Come back to bed, eh?” Rusk never spoke above a whisper. Vessa wasn’t sure if he couldn’t speak louder or simply refused to, but she suspected the latter. He was the kind of guy that tried his best to both blend into the background and intimidate others, excellent occupational skills for a hired thug.

“Your call,” she winked, but her face was irritated. Vessa moved towards the door.

He grunted in exasperation, picking up the rumpled shirt from the bed while swinging his thick legs to sit up. “Fine, fine. I’m coming.”

She watched him dress, arms folded. Rusk stood about the same height as her but probably weighed twice as much. He looked like his grandfather might have been a tree stump, because everything about the man was squat and thick, and he moved with no sense of urgency whatsoever. Twice she threatened to leave if he didn’t hurry, and finally threw open the door and stormed out as he slowly laced up his boots. Now that she considered it, she’d never seen Rusk do anything quickly in their short acquaintance.

But he followed her ably enough and caught up to her as she stopped outside the Swaying Lantern, the dockside inn where she’d stayed the past week. The smell of tar, horse dung, and sweat assaulted her nose upon the damp planks. It was a clear day, but still crisp in winter at the start of a new year. Practical trade-goods shops crowded around the inn, a small mercantile oasis amidst the busy docks. All around, laborers mended nets, walked with crates upon their shoulders, and pulled goods with horse-drawn carts. Gulls cried overhead, and somewhere distant was a chorus of hammering from a construction project. Vessa shaded her eyes with a hand from the bright sun, since the docks received less shade from the sprawling Argenoak’s branches than most of the city.  

“Where’re we going?” Rusk huffed softly at her side.

“First we meet my friend, then we go see the wizard.” Vessa bit her lip when saying that last part. She hadn’t seen Alric since they’d arrived back in Oakton two weeks ago, despite a few attempts by them both. The prospect of a reunion made her stomach flutter.

“Come on,” she set off. “We’re definitely going to be late.”

Maelen, you’re up! Alas, the Downtime length cheated her out of recovering from her rage. Per the Tales of Argosa recovery rules, Madness can only be put into remission after eight weeks of Downtime. Since this period is only two weeks, she’ll be suffering from bouts of uncontrolled rage for this entire adventure. Will it cost her or the party, like it did in Saelith’s tomb? I suppose we’ll see!

Recovering from her Madness was my primary intent for Maelen, so with a shorter time what will she do? I don’t think two weeks is enough time to unlock any insight or powers from her Bonebreaker mace, nor would she have the patience or focus to do so. So, let’s try a Carousing role of her own as a start. I roll 77, Secret Ruin, “You shoot rounds with a trio of retired explorers. One of them, Neddy Rook, offers to guide you to a secret ruin for 10% of any loot.” Oh HO! Look at that! I am immediately adding this to the Threads list and a possible direction to take the adventure and add Neddy to the Characters list. I’ll also subtract 50 silver pieces (2d4x10) for her carousing.

That result feels a bit light for a full Downtime, so I’ll also have her spend her time in bars gathering Rumors. Rumor Hunting involves a cost of 4d6 silver, and she rolls 16. Maelen then makes a Cha(Gather Information) roll, which for her is a 12 or better. She rolls a 9! The success means that, for her trouble, she earns 1d4 rumors: 3. Now, what topic was she exploring while carousing in bars and taverns? I’ll make a quick random table based on the Threads list: 1) What’s happening in the countryside post-Saelith being freed, 2) Vessa wanted by authorities, 3) the history of her mace or other items made from its mysterious metal, 4) Neddy Rook and his quest. The 1d4 roll is… Vessa wanted by the authorities. She’s looking after her friend, which is in character for Maelen and also makes sense since we established that Vessa is taking the fall for a fight Maelen started.

Now, what are the rumors? I don’t have a rumors table ready, so instead will rely on the amazing Tome of Adventure Design by Matt Finch (you may recall that I used another of his books, Tome of World Building, when first creating Calvenor). This book is absolutely stuffed with adventure hooks and ideas, and dozens and dozens of fun random tables. Let’s see what sort of rumors it might help be generate as potential future plot hooks:

First, let’s figure out what happened that fateful night. I’m going to roll on the “Patrons and Targets” table to see who it was that Vessa assaulted before the last adventure. This table is an impressive d1000! I roll 191, which is “Collector (books).” Great. It was the son of one of Oakton’s most successful book merchants. What motivates the kid? I roll percentile twice and get “Revenge upon a detective, investigator, one who asks too many questions.” Perfect. What was the mother (book merchant) doing that was being investigated? I roll d100 and get “Subversion, the villain is trying to mislead people into supporting her nefarious enterprises.” Yes, there are more subtables (I love this book!): What are these nefarious enterprises? “Using blackmail to force individuals into performing crimes or other evil acts.” Now I’ll go back to my own Threads and Character tables… What do these evil acts connect to? I roll “Saelith the Vanished, freed.” Oh my.

Alright, cool, let’s pull this all together: 1) A book merchant has been blackmailing officials in Oakton. 2) The blackmail was to gain access to the same forbidden tomes Alric will be attempting to research in Downtime. 3) However, the Inkbinders Lodge suspected something and hired someone from the Iron Thorn to investigate. 4) The book merchant sniffed out the investigation. 5) Her brash son decided to take some friends to deal with the investigator. 6) Maelen and Vessa were there when the attempted hit went down in an alleyway, and Vessa stabbed the son (though not fatally). Thus, the warrant on Vessa’s head.

Now let’s figure out what Maelen discovered. I know this is a little weird, but there are 6 sentences of summary in the previous paragraph, so I’ll roll 1d6 three times to determine what she learns. I roll 5, 1, 2. She learns:

  1. The kid Vessa stabbed—let’s give him a name: Joryn Vellorin—is desperate to not be seen as his “mother’s soft-handed shopboy” and has recently been trying to intimidate her business rivals. Maelen and Vessa inadvertently interrupted a shakedown. Maelen didn’t learn anything about the target of the shakedown.
  2. Why the shakedown, Maelen wanted to know? Joryn’s mother Sera is one of the most successful book merchants in town, and rumor is that she was blackmailing guild officials. Somehow the shakedown was part of her shady business dealings.
  3. What guild officials? Archivists in the Inkbinders Lodge. Maelen’s danger sense immediately pings… does this have anything to do with the “forbidden tomes” Alric is trying to access as well?

Whew… that’s a lot of new info to take in, but I’ve updated my Threads and Characters lists and am ready to go.

Vessa strode briskly along the docks, the shops giving way to workers tying up skiffs, with the broad Bay of Mists before them. Larger ships littered the bay, perhaps ten total at a quick glance. True to its name, fog shrouded the horizon, masking the low hills of the peninsula and the Bayren skyline. Why would anyone live in a city that never saw the sun? But the scene was beautiful, even if the enormity of the ocean frightened her.

The mercantile smells became brine and fish as they moved along the docks. Here, gulls clouded overhead, squawking and squabbling over food. Vessa tried to avoid the thickest areas of white bird droppings, but more of the docks looked splattered in paint than not. Rusk, for his part, followed ably and asked no more questions.

Two-thirds of the long walk down the docks they came to a set of worn stone steps descending into the bay. It was as if the steps were made for a giant, wide and each half as tall as Vessa. At the top of the stairs was a large statue of an otter, shielding its eyes with one paw and looking out protectively. Most striking, however, was the enormous iron chain that was bolted to the top step and tumbled down the staircase, disappearing into the dark water. The place was called the Chained Steps, a monument to the Harbormaster, god of sea trade, shipping, and safe harbor. Sailors and dockworkers ritualistically came here to touch the chain either before or after a voyage, and tales abounded of foolhardy captains from other nations ignoring the ritual and drowning shortly thereafter.

Today, no crew members crowded around the chain. Instead, two priests in dark blue robes with heavy iron chains around their necks tended the monument. One of them—a stocky, bearded man with a dour expression—seemed to be instructing a skinny girl of no more than fifteen years. The girl was on her hands and knees, sweating as she scrubbed a brush over the second step from the top. Neither of them paid any mind to Vessa and Rusk as they approached, nor when Maelen stepped out from behind the otter statue and waved them over.

“You’re late,” she said gruffly once they’d reached earshot.

“Sorry Mae,” Vessa said reflexively, but the warrior was eyeing the man at her shoulder.

“Who’s this, then?”

“Ah. This is Rusk Holloway,” Vessa stepped sideways so the two of them could face one another. She waved a hand. “He’s agreed to help us out this time. Rusk, this is Maelen Marrosen.”

Rusk nodded nonchalantly and Maelen scowled. “Help with what?” she asked.

Vessa shrugged. “Whatever mess Alric is dragging us into this time.”

Maelen grunted and pulled Vessa several steps away by the arm, grip firm. She leaned in close, her breath smelling of fish. “You trust him?”

Vessa glanced over to the man, who was leaning against the otter and looking out over the bay with half-lidded eyes. She quirked a grin. “He’s just hired muscle, and anyway owes me a favor. If he gets out of line, just cuff him like you do me.”

The warrior grunted, fingers straying to the black head of her mace. “Hrmph. Fine. Any trouble selling the lantern?”

She shook her head. “Nope. Easy. Sixty silver.”

Maelen blinked. “Oh, nice.” Then she squinted, frowning. “You haven’t spent it all already, have you?”

“What, me? No, I still have…” Vessa rubbed at her nose. “Well, most of it, anyway.”

“Dammit, lass…” Maelen began, but Vessa cut her off.

“How about you? Any luck on my warrant?”

Noise snagged her attention, and Vessa looked up to see a pack of sailors making their way to the Chained Steps. She and Maelen waited for the group to pass. As they did so, they laughed and seemed to take particular pleasure in taunting a young man among them, who Vessa guessed was new to their crew. They moved to the far end of the steps towards the immense chain.

“Yes, actually,” Maelen said, her eyes trained on the sailors. “Hasn’t been easy, though, and I had to drink half my weight in ale to loosen some lips.”

Vessa grinned. “Thank you for your sacrifice.”

A gust of wind sent the gray strand of hair into Maelen’s eyes, and she brushed it away irritably. “Anyway, the lad you poked is named Joryn Vellorin, son of a book merchant. Seems he was in that alleyway to shake down some rival of his mother’s business or something, and we interrupted it. The kid is furious and still talking about gutting you.”

Vessa scoffed. “He was such a prat. Let him try.”

Now it was Maelen’s turn to grin, but it was just a flicker and then her expression turned grave. “But Vess…” she looked over her shoulder to see if Rusk was listening, but the man seemed as disinterested in them as anything else on the docks. She dropped her voice anyway. “This merchant, the mother… she’s been blackmailing guild officials, I hear, throwing a lot of money around.”

“Guild officials?” Vessa frowned. “Which guild?”

“Inkbinders Lodge,” Maelen said the word reluctantly, and like it had a foul taste. “All I could find out was it was something about getting access to parts of the archives she shouldn’t have access to.”

“Forbidden archives…” Vessa said absently, fingers hovering near her nose before dropping away. Her stomach fluttered. “You think it’s the same books Alric has been looking for? About Orthuun or whatever?”

“Damned lad’s got me paranoid,” she spat. “But… yeah. Maybe. We’ll ask him. I don’t like it, though. Too many things crowding together.”

“I mean, Mae,” Vessa grinned, trying to lighten the mood. “It’s probably just a book dealer wanting expensive books to sell. Anyway, maybe I should pay this Joryn a visit. See if I can get him to drop the warrant.”

Her friend scoffed, shaking her head. “I’d just wait it out, lass. A couple of months and he’ll move on.” She squinted up at the sun overhead. “Speaking of which, it’s almost midday. Let’s go see the lad and whatever news he’s got to share.”

Indeed, it’s time for our final Downtime rolls, courtesy of Alric. All of Alric’s Downtime intentions center around research, some Standard (gaining access to the forbidden archives of the Inkbinders Lodge) and some Magical (figuring out the magical properties of the chalice and needle he picked up in the Starless Rift, plus continuing the explore his Grimoire, The Tome of Unlit Paths). With only two weeks of Downtime, he’s not likely to have space for all of these, so let’s prioritize and see what he can accomplish.

His first priority is to gain access to the forbidden tomes that will help explain who created the Starless Rift and Thornmere Hold, what happened the last time Orthuun rose up against the city, etc. I’m going to say that gaining access to the tomes is “Basic Standard Research,” and then researching those tomes is “Advanced Standard Research” that will likely bleed into the next Downtime. First, how much time will the first step take? I roll 1d6 days and get 3 days, which also costs him 15 silver. Next, he’ll try an Int(General Lore) check: He rolls an 8 under 17, which is a Great Success! He absolutely gains access to the information he wants, and I’ll even halve the time investment for the next step, which is the Advanced Research phase. This phase normally takes 1d4+2 weeks, and he rolls a 1! Halved, that’s 1.5 weeks (and a whopping 150 silver pieces), plus the 3 days of the first phase equals exactly two weeks. Lucky rolls, and now let’s see what he finds with another Int(Divine Lore) check: He succeeds with a 10, gaining most of the backstory he’s seeking (which I’ll reveal in narration).

Alric won’t, unfortunately, have time to do any Magical Research, but at least he gets his new spell from the scroll for free. He also has plenty of new juicy material that can lead to future adventures.

Speaking of which, these Downtime entries have taken more time than I expected, so we’ll get to plot threads next time. Suffice it to say, for our third adventure I’m going to try two new things: Staying in the city of Oakton for urban adventuring and weaving smaller quests together instead of one big mission. Should be fun!

Vessa signaled Rusk, who pushed himself from the stone otter and followed in their wake. They left as a great roar erupted from the pack of sailors, some collective joke or accomplishment they celebrated. The sound immediately triggered thoughts of a burning Vastren Hollow, of small packs of people screaming. She glanced over her shoulder. The group crowded around the new member, slapping his back and smiling. She shook her head, trying to banish the images of horror and desperation from her mind.

As they left the bay and entered the warehouse streets, eventually fishmonger carts gave way to stalls selling lamp oil, wax seals, reed pens, and cheap paper. Ledger clerks in robes of muted colors hustled between buildings, competing with horse carts carrying goods from one quarter to another. The streets were just wide enough for the carts, but narrow enough that Vessa scanned for cutpurses and thieves at every corner. The three of them must have looked like the criminals in the quarter, though, as crowds tended to part around Maelen’s grim face and Rusk’s nonchalant swagger.

On one curved street, the buildings momentarily parted, revealing Lake Miran. The body of water sat in the middle of the city, surrounded by a walking path and littered with small stone shrines. Couples sat upon benches, looking out over the water while children tossed bread to birds. The Argenoak’s trunk took up one whole length of the lake, but Vessa couldn’t see it from their brief glimpse. Instead, the Argenoak’s presence came from the twilight hues of the immense canopy overhead. Branches larger than most buildings stretched above them protectively, sunlight escaping only in glittering gems upon the cobblestones.

After the momentary view of open air, the street turned back to crowded structures and away from the lake. For the last third of their walk, the streets climbed gently upwards, the cobblestones turning older and the buildings taller. They entered the oldest part of Oakton, where guildhouses and civic buildings took center stage. Their footsteps echoed on streets less bustling than the docks or warehouse quarter, with fewer strong smells that threatened to overwhelm them.

The tavern Alric had chosen sat across from the Inkbinders Lodge, the tall and narrow building of pale stone that served as the guildhouse for scribes, clerks, historians, messengers, and the like. It was also, not coincidentally, the most sacred building of the Herald, god of news and history. Vessa glanced up, seeing tall slit windows stacked one above another, climbing skyward. Somewhere atop the Lodge was the famed belltower, rung at various times throughout the year. She had never, not once, thought of entering the Lodge. It was a place meant to preserve truth, or at least the truth city officials cared about. It radiated all the warmth of a fortress or prison. Vessa couldn’t imagine that Alric spent every day in that formal, dead place, looking at scrolls and books.

“Lass!” Maelen’s voice called out, breaking her reverie. She looked around and saw Maelen and Rusk flanking the doorway of the tavern across the street, like two bouncers. Her friend jerked her chin impatiently, and Vessa stepped through robed clerks to join them.

They entered into a narrow common room with a low ceiling, well lit by large windows that looked out at the Lodge. The wooden tables were all pale wood and scarred from use, crowded with people talking in low voices, with no music overlaying the general murmuring. Various framed documents and writs adorned the walls, along with a large chalkboard with “House Notices” in large script, with much smaller print below that Vessa couldn’t be bothered to read. A long bar stretched along one wall, and she noted that the waiters and waitresses were adorned in robes of bright blue, showing not an ounce of skin other than their faces and hands. Taken in total, it was by far the least interesting tavern Vessa had ever experienced, and there was no wonder why she’d never spent a night in the Quiet Margin before.

“He’s there, at the back,” Maelen grunted, and led them through the throngs of robed patrons, almost all of them with ink-stained clothes or fingers. Vessa and her two companions weren’t the only ones in leathers and with weapons hanging from their belts, but near enough that low conversations quieted as they passed.

Waiting for them at a table far enough back that it required a candle atop it was Alric, dressed in his gray scribe’s robes instead of his black traveling clothes. The intricate metal headpiece did not adorn his brow either. Indeed, the only recognizable items from their previous expeditions were his rune-carved staff and travel satchel. If Vessa hadn’t spent so much time with him, she likely wouldn’t have been able to pick him out from the general crowd here.

Yet she had spent time with him, hadn’t she? As his dark eyes met hers, her stomach fluttered. He smiled briefly, until he noticed Rusk at her side. Alric’s features flickered with confusion, then knitted into a frown. Vessa swallowed, trying to meet his gaze again, to exude an air of being nonplused. The mage didn’t look her way, though, and instead studied the burly mercenary carefully.

It was only then that Vessa realized bringing Rusk may have been a terrible mistake.

Next: Surprises [with game notes]

ToC: Level 3

Artwork by © anaislalovi. All rights reserved

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?)

Artwork by © anaislalovi. All rights reserved

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

Artwork by © anaislalovi. All rights reserved

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:

  1. Charmed Life (increase maximum Luck score by 1 point)
  2. Dauntless (gain advantage when resisting Fear or Madness effects)
  3. Ferocious Rage (gain a limited version of a Barbarian’s Ferocious Rage)
  4. Iron Grit (increase hit point maximum by 5)
  5. Pack Tactics (spend a Reroll to grant an ally a move or attack action)
  6. 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

Artwork by © anaislalovi. All rights reserved

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:

  1. Born to Loot (can spend a Reroll to make GM reroll a Carry Loot roll)
  2. Charmed Life (increase maximum Luck score by 1 point)
  3. 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)
  4. Pilfer Pouch (you may spend an action to discover a random item)
  5. Rangercraft (gain limited version of the Ranger ability)
  6. 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]

ToC28: Haunted

[game-notes version here]

Artwork by © anaislalovi. All rights reserved

XXVIII.

Duskmarch 29, Wyrdsday, Year 731

Alric lay in his bed, still disbelieving the night’s events. Vessa, snoring lightly, was a warm weight against one side. In truth, his body ached in several places; his injuries were nowhere near healed, and their lovemaking had, he was fairly sure, torn open a wound on his back. Yet they had made love, and that very fact still caused his thoughts to spin wildly. What had possessed Vessa to enter his room? She’d shown no sign of attraction to him their entire journey, he thought, no sense that she would be open to his advances.

Just tonight, she’d said. To banish the darkness. Perhaps it was simply her way of celebrating their survival from the wilds, but why him and not the countless men who’d propositioned her in the common room, particularly that burly bartender? Alric’s good fortune boggled the mind. He would do his best to honor her wishes and not show her undue attention on the day’s journey back to Oakton, he vowed. Though once they were back home and settled, he could call on her… couldn’t he? What would his family make of Vessa Velthorn?

His window shuddered.

Of course, he mused, perhaps they wouldn’t be seeing the Argenoak today. The storm continued to rage outside, rattling the entire inn with wind and unceasing rain. Surely Maelen would want them to wait out the weather before making the trek north to the Lake Gate. Which, he realized, would mean another night in the Brine Spoon… he flicked his gaze to Vessa’s tangle of black hair, resting near his jaw. A small grin touched his lips. She’d said just the one night, of course. But maybe…

With a contented sigh, his eyes drifted to the window. It wasn’t dawn yet, and he could see nothing beyond water droplets littering the glass. The droplets shimmered and danced as more rain pelted the window. He wasn’t sure how long, but he stayed watching the night behind half-lidded eyes, thoughts dancing everywhere about Vessa and their possible future together.

The storm had no lightning, just rain and wind and an almost ravenous darkness. Thus it took long moments for Alric to recognize what looked like a form beyond the window. At first, the shape was nothing more than a smudge of droplets, yet something drew his attention more directly. He blinked and strained his neck awkwardly to see, trying his best not to disturb Vessa. Yes, something was beyond the window, out in the storm a handful of paces from the building. But that made no sense… the Brine Spoon’s rooms were on the second floor, and there was no tree outside his window. How could…?

The form drifted slowly, inexorably closer. Alric rubbed at his eye with his free hand, causing Vessa to stir slightly. He squinted. Two dim, gray lights within a shroud of dark… It moved closer through the storm…

And suddenly, a man was a breath from the window, staring at him with gray eyes.

Alric yelled and flailed, rolling away and off the bed. He hit the floor with a jarring thud, even as Vessa leapt beside him naked and crouched.

“What is it?” she panted.

Alric, also naked, scrambled to one knee, his eyes wide and searching the window.

Nothing. Only droplets dancing upon the glass in the dark night.

He dropped to his hands and knees on the wooden floor, gasping. His throat was dry, terror gripping his jaw and neck and he almost vomited then and there.

“Alric!” Vessa hissed. “What is it?”

“There was…” he managed to pant. “A figure. At the window.”

“We’re on the second–”

“I know!” he spat. “Yet it was– it was there. It was– The Herald help me, it was Hadren Kelthorn.”

“What!?” Vessa goggled. He turned to her and… Even in the darkness, her body was a miracle. He paused, his mind momentarily blank. Then those gray eyes—like Sarin the Night Captain, he realized—rushed back to him. Alric swore and painfully climbed to his feet.

“Dammit all, let’s get Maelen,” he sighed. “Tell her and make a plan. Where are my smallclothes?”

Dawn was just arriving by the time they’d dressed and woken the warrior. Alric relayed the story of the figure outside his window in urgent, hushed tones, his eyes searching the room like a trapped animal.

“Lad…” Maelen sighed heavily, rubbing at her face and looking like she’d been run over by a wagon. Her voice was raw and rough. “It sounds like a nightmare.”

“I– yes, of course I know what it sounds like. But I was awake, Maelen. I rubbed my eyes and saw it clearly. By the Herald’s written words, it was Hadren. Or, or… a ghost of Hadren, come to haunt us. To haunt me.” He was rambling, he realized, and he couldn’t seem to keep the panic out of his voice.

“The worst nightmares are the ones that seem real,” Maelen said, not unkindly. “I’ve seen night terrors from plenty of mercenaries, people who’ve gone through far less horror than you the past week.”

“It was real,” he said fervently, crossing his arms. “But I won’t press the issue.”

The three sat in silence for several breaths. Finally, Vessa said, “What’s the plan today, Mae? Are we going north in this storm?”

“By the Rootmother’s teat, Vess!” Maelen spat sharply. “Let me wake up. I’ve got to make water and…” she looked down on her chest, noticing she was already dressed. “Just go downstairs. I’ll meet you there when I’m ready.”

He and Vessa shuffled out of the room. For just a moment, they stood awkwardly in the dark hallway, the inn creaking from the wind outside.

“Ah, well…” he said uncomfortably, trying to organize his thoughts. “Perhaps we should…”

Vessa leaned in to give him a quick kiss on the cheek. “Last night was fun,” she said. “We’ll do it again sometime. But don’t get weird.”

Then, with a quick squeeze to his shoulder, she’d turned and began sauntering towards the stairs. Alric blinked, stunned, as he watched her go. Idly, his fingers reached up to where her warm lips had touched his face and grinned.

“Weird-er!” Vessa called from the end of the hallway, likely waking the inn’s other occupants. “Don’t get weirder!”

Shaking his head, he thumped his rune-carved staff to the wooden floor and limped after her.

They assembled in the common room shortly before the innkeeper arrived. The heavy-set Tideborn man had blue-inked tattoos crawling up and down both thick arms. In these wee hours, he was groggy and surly. Alric wondered if Vessa’s hallway shout had woken him, or perhaps the storm had kept him up, threatening to damage the Brine Spoon in its fury. Whatever the case, he was decidedly less interested in leering at Vessa this morning, and served them porridge and water without ceremony.

“I think,” Maelen said, once they’d eaten. “We brave the storm today and head to the city.”

A flash of memory, Hadren’s face in his window, made Alric wince. “Why? What if this storm is allowing Orthuun’s forces to move? I don’t relish the idea of meeting a hill giant in the dark and rain.”

“Aye, but that’s it exactly,” Maelen said, drinking from her cup. She wiped her lips with the back of her hand. “I’d rather chance it and be behind sturdy walls than a fishing town right now. That blind crone’s words unsettled me, and your nightmare, lad.”

“It wasn’t–” he started to say, but the warrior held up a calloused hand.

“My point is,” Maelen said, and this time it was Vessa who interrupted.

“Let’s get home,” she said decisively, her face earnest and searching theirs.

“Besides,” Maelen said, nodding to Vessa’s declaration. She lowered her voice to a low rumble. “I’d rather get this coin where I know I can safeguard it.”

Alric ran a hand through his hair and sighed. His eyes scanned the window, now an ominously dark gray outside instead of black. Wind and rain still pelted the glass. The tavern’s front door shuddered in its frame.

“Alright, I suppose,” he said cautiously. “I look forward to a day when I’m not wet or cold. Today is going to be rough.”

“But we’ll be home,” Vessa beamed, slapping the table. Even with her scrapes and bruises, her hair mussed and clothing torn, she was beautiful. Alric couldn’t help but grin at her enthusiasm. More memories came to him then, of the time before Hadren’s visitation. He looked down at his lap, his cheeks growing hot.

When he looked up, Maelen was staring at him hard, then glancing at Vessa. Alric did his best to look guileless as he nodded to her and said, “As Vessa says: let’s go home.”

Her gaze flicked between the two of them and she snorted. “Yeah,” she said. “Okay. I’ll get us some provisions for the road, just in case. Then we leave.”

Maelen haggled with the innkeeper for dried rations and water while Alric spiraled through what felt like an endless cycle of feeling awkward in Vessa’s presence, attempting light conversation, then lapsing into silence and berating himself for “being weird,” as she’d warned him. Much to his relief, she didn’t call him on his behavior but instead sat pleasantly content when quiet and engaged in idle chatter when spoken to. Alric noticed a blemish on her neck where he’d kissed her perhaps a bit too vigorously the night before, and he began the cycle all over again.

“We’re done here,” Maelen’s voice said over his shoulder, making him jump. Both he and Vessa chuckled in unison like schoolchildren caught sneaking a sweet treat. Maelen snorted and shook her head, then headed for the front door of the inn.

The warrior pushed hard against the wind, and the trio were immediately assaulted by lashing rain. They pulled their oiled cloaks close, adjusting the hoods and leaning against the gale. The Brine Spoon’s heavy door slammed, and they stalked towards the Long Road in the storm, across the town square.

It felt more like late evening than morning, and they saw no one else on the streets as they left Leandra’s Rest, not even Wink. Merry lights flickered yellow in windows, protected from the wicked weather. Alric yearned to be back in his bed, with Vessa’s body pressed against his, and those thoughts kept him company through the wet, muddy trek north.

Twice before lunch he thought he spied a black-robed figure standing to one side of the road, staring unmoving at him with eyes that glimmered dimly gray in the darkness. Each time he stopped and whirled to face the figure, squinting and staring hard through the driving rain.

“What is it?” Vessa asked the second instance, her voice raised to be heard over the wind.

Alric blinked and rubbed at his eyes. He frowned. “Nothing. I– it’s nothing,” he said. “Thought I saw something.”

Vessa, always the scout, stayed for several breaths, watching the direction he’d been staring. Apparently satisfied that nothing prowled the storm, she turned and joined them. Alric seethed. Was he going crazy, or was the ghost of Hadren following him? Neither option boded well.

They took their midday meal—dried meat, oat cakes, and water—behind the shelter of a large boulder a hundred paces from the road. Alric appreciated the relief from the buffeting wind, but he was still wet and chilled to his bones. His memories of Vessa from the night before seemed hazy and distant now, though they still brought a disbelieving grin to his lips as he mechanically ate. With little conversation among the three of them, they shouldered their travel packs and left their meager sanctuary. Immediately, the wind struck Alric and tossed his hood from his head. He pulled it back into place and leaned into the slanting rain, his boots sloshing in water and mud.

He had no sense of how much slower their pace was now than when they first traveled down to Leandra’s Rest from Oakton, and he was too lost in his thoughts to properly track the time of day. At some point that afternoon, he felt a crawling feeling of someone watching him and whipped around to see… nothing. Maelen shouted something lost in the wind at him, her face glowering. He stumbled forward, glancing around at the storm with a face numbed from the cold.

The Lake Gate surprised him when it appeared. He’d lapsed into what felt like a death march, head lowered, one hand gripping his staff and the other keeping his hood in place. His feet had long since lost feeling, and he stumbled forward with sloshing steps. He hadn’t looked up, and even if he had done so he wouldn’t have been able to see the towering Argenoak through the storm as they approached. One moment Alric was plodding through the driving rain, and the next he’d reached a small throng of travelers huddled near the arched gatehouse and shadowed walls of Oakton.

Someone tugged at his shoulder, and he turned to see Vessa, hunching her posture unnaturally. She pulled him close enough that he could have kissed her, and said so only he could hear, “I’ve still got a warrant on my head for that business before we left. If they catch me, don’t interfere.”

“Wait, what?” he blinked, and then, still stooping, she limped forward into the crowd waiting to be let into the city.

Then he remembered: Vessa had… stabbed someone important’s son, in a fight she said Maelen had started? He’d never gotten the details, and Vessa had tried to brush it off. Whatever had happened, it was still on her mind, though, despite everything that had happened since.

His breath became more ragged, his mind whirling at the implications. The throng around them was a fraction of the one when they’d left Oakton, likely because of the storm. Surely the smaller crowd meant that each entrant would receive more scrutiny. Vessa, then, would go to jail. For how long? Could their silver somehow bribe or bail her out, or would they assume the coins were unlawfully gained and the city watch would take it? Dammit all, he was about to lose Vessa as soon as he’d seen a possible future with her! The injustice of it raged within his skull.

And then, bewilderingly, the gate swallowed them and they were past it, inside the city.

The guards waved the crowd forward, asking no questions of the press of travelers. Alric could have sworn the guard he’d been closest to—a young, bearded Dunfolk man—had a mask of pity upon his face. Pity and concern.

He glanced around at his fellow travelers for the first time. Few had cloaks as oiled and protective as his own. Villagers of all ages clutched scraps of cloth to their heads and breasts, attempting some respite from the storm. They all had identical worried expressions, haunted like those he’d seen on the survivors’ faces of Vastren Hollow. Could these people be, in fact, from that doomed settlement? Or were other settlements also under siege? Alric suspected the latter, and with a growing sense of dread realized that Oakton would likely be bursting with refugees from the wider Redwood Marches. Scrutiny at the gates, it seemed, had been replaced by triage.

“Alric…” a voice rasped, as clearly as if the lips had been caressing his ear. He jumped and looked around.

“Alric Darkheart…”

He whirled again, and travelers near him began to give him a wider berth. He saw Maelen and Vessa, standing shoulder to shoulder, staring at him from the side of the road. Maelen’s expression was furious, Vessa’s concerned.

“Alric?” she mouthed, careful not to call attention to herself by shouting.

And a stone’s throw behind them, in the driving rain, was a bedraggled man in black robes. He stood motionless, seemingly unaffected by the storm. His eyes glinted softly gray in the gloom and, Alric noted with shock, where his robes ended there were no feet, only shifting, oily smoke.

Alric pointed frantically and, with as much speed as his numbed body could muster, limped to join them. Maelen and Vessa turned as one to see what he was gesturing about.

As they did, the figure simply… vanished.

END STORY 2: THE STARLESS RIFT

Next: Level 3 (warning: all game notes)

Then: The Chained Steps [with game notes]

ToC28: Haunted [with game notes]

[prose-only version here]

Artwork by © anaislalovi. All rights reserved

XXVIII.

Duskmarch 29, Wyrdsday, Year 731

Alric lay in his bed, still disbelieving the night’s events. Vessa, snoring lightly, was a warm weight against one side. In truth, his body ached in several places; his injuries were nowhere near healed, and their lovemaking had, he was fairly sure, torn open a wound on his back. Yet they had made love, and that very fact still caused his thoughts to spin wildly. What had possessed Vessa to enter his room? She’d shown no sign of attraction to him their entire journey, he thought, no sense that she would be open to his advances.

Just tonight, she’d said. To banish the darkness. Perhaps it was simply her way of celebrating their survival from the wilds, but why him and not the countless men who’d propositioned her in the common room, particularly that burly bartender? Alric’s good fortune boggled the mind. He would do his best to honor her wishes and not show her undue attention on the day’s journey back to Oakton, he vowed. Though once they were back home and settled, he could call on her… couldn’t he? What would his family make of Vessa Velthorn?

His window shuddered.

Of course, he mused, perhaps they wouldn’t be seeing the Argenoak today. The storm continued to rage outside, rattling the entire inn with wind and unceasing rain. Surely Maelen would want them to wait out the weather before making the trek north to the Lake Gate. Which, he realized, would mean another night in the Brine Spoon… he flicked his gaze to Vessa’s tangle of black hair, resting near his jaw. A small grin touched his lips. She’d said just the one night, of course. But maybe…

With a contented sigh, his eyes drifted to the window. It wasn’t dawn yet, and he could see nothing beyond water droplets littering the glass. The droplets shimmered and danced as more rain pelted the window. He wasn’t sure how long, but he stayed watching the night behind half-lidded eyes, thoughts dancing everywhere about Vessa and their possible future together.

The storm had no lightning, just rain and wind and an almost ravenous darkness. Thus it took long moments for Alric to recognize what looked like a form beyond the window. At first, the shape was nothing more than a smudge of droplets, yet something drew his attention more directly. He blinked and strained his neck awkwardly to see, trying his best not to disturb Vessa. Yes, something was beyond the window, out in the storm a handful of paces from the building. But that made no sense… the Brine Spoon’s rooms were on the second floor, and there was no tree outside his window. How could…?

The form drifted slowly, inexorably closer. Alric rubbed at his eye with his free hand, causing Vessa to stir slightly. He squinted. Two dim, gray lights within a shroud of dark… It moved closer through the storm…

And suddenly, a man was a breath from the window, staring at him with gray eyes.

Alric yelled and flailed, rolling away and off the bed. He hit the floor with a jarring thud, even as Vessa leapt beside him naked and crouched.

“What is it?” she panted.

Alric, also naked, scrambled to one knee, his eyes wide and searching the window.

Nothing. Only droplets dancing upon the glass in the dark night.

He dropped to his hands and knees on the wooden floor, gasping. His throat was dry, terror gripping his jaw and neck and he almost vomited then and there.

“Alric!” Vessa hissed. “What is it?”

“There was…” he managed to pant. “A figure. At the window.”

“We’re on the second–”

“I know!” he spat. “Yet it was– it was there. It was– The Herald help me, it was Hadren Kelthorn.”

“What!?” Vessa goggled. He turned to her and… Even in the darkness, her body was a miracle. He paused, his mind momentarily blank. Then those gray eyes—like Sarin the Night Captain, he realized—rushed back to him. Alric swore and painfully climbed to his feet.

“Dammit all, let’s get Maelen,” he sighed. “Tell her and make a plan. Where are my smallclothes?”

Dawn was just arriving by the time they’d dressed and woken the warrior. Alric relayed the story of the figure outside his window in urgent, hushed tones, his eyes searching the room like a trapped animal.

“Lad…” Maelen sighed heavily, rubbing at her face and looking like she’d been run over by a wagon. Her voice was raw and rough. “It sounds like a nightmare.”

“I– yes, of course I know what it sounds like. But I was awake, Maelen. I rubbed my eyes and saw it clearly. By the Herald’s written words, it was Hadren. Or, or… a ghost of Hadren, come to haunt us. To haunt me.” He was rambling, he realized, and he couldn’t seem to keep the panic out of his voice.

“The worst nightmares are the ones that seem real,” Maelen said, not unkindly. “I’ve seen night terrors from plenty of mercenaries, people who’ve gone through far less horror than you the past week.”

“It was real,” he said fervently, crossing his arms. “But I won’t press the issue.”

The three sat in silence for several breaths. Finally, Vessa said, “What’s the plan today, Mae? Are we going north in this storm?”

An excellent question! We’ve run into another “how to handle this in a solo game?” situation, where I as the GM have no stake in whether the PCs stay an extra day in the Brine Spoon or brave the storm towards Oakton. They have plenty of money to spend, and, other than Alric’s vision, nothing actively threatening them. On the other hand, how do they know that things won’t just get worse outside, or that Orthuun’s armies won’t overrun Leandra’s Rest? This situation seems like an easy evens/odds roll: Evens they wait out the storm, odds they brave the storm. I roll a d6: 3.

They’ve rested a night in an inn, so each PC regains 2 hit points: That brings Alric to 10, Maelen to 16, and Vessa to 8.

How do I adjust the Hexploration procedure in severe weather? First, no need to roll on the weather table—the storm continues by GM fiat. Second, the Travel Event I rolled from the night says, “If the PCs press on through difficult weather, a Con(Athletics) check is required to avoid becoming Fatigued” (Fatigued as a Condition means losing 1 point of Constitution and becoming Encumbered until getting 6 hours of sleep). Alric and Maelen succeed, but Vessa fails. Does she use her last Reroll to try again, with exactly a 50/50 chance (her Con is 10)? Given that today could be the last day of their adventure before Downtime, I’ll say yes. And it works! With her Reroll, she gets an 8.

No need to roll for Maelen’s Guide roll, since they’re following a road. Instead, it’s the all-important Consult the Bones roll to see how harrowing navigating the storm is: The Twins of Fate are split Yes/No, but the Judgment die says No, with the Fortune die again providing a Skull. So, they’ll make it to Oakton through the storm, but it won’t be fun. I think I’ll interpret that Skull as a bit of a Hadren haunting as well… exactly what Alric fears. Fun fun!

“By the Rootmother’s teat, Vess!” Maelen spat sharply. “Let me wake up. I’ve got to make water and…” she looked down on her chest, noticing she was already dressed. “Just go downstairs. I’ll meet you there when I’m ready.”

He and Vessa shuffled out of the room. For just a moment, they stood awkwardly in the dark hallway, the inn creaking from the wind outside.

“Ah, well…” he said uncomfortably, trying to organize his thoughts. “Perhaps we should…”

Vessa leaned in to give him a quick kiss on the cheek. “Last night was fun,” she said. “We’ll do it again sometime. But don’t get weird.”

Then, with a quick squeeze to his shoulder, she’d turned and began sauntering towards the stairs. Alric blinked, stunned, as he watched her go. Idly, his fingers reached up to where her warm lips had touched his face and grinned.

“Weird-er!” Vessa called from the end of the hallway, likely waking the inn’s other occupants. “Don’t get weirder!”

Shaking his head, he thumped his rune-carved staff to the wooden floor and limped after her.

They assembled in the common room shortly before the innkeeper arrived. The heavy-set Tideborn man had blue-inked tattoos crawling up and down both thick arms. In these wee hours, he was groggy and surly. Alric wondered if Vessa’s hallway shout had woken him, or perhaps the storm had kept him up, threatening to damage the Brine Spoon in its fury. Whatever the case, he was decidedly less interested in leering at Vessa this morning, and served them porridge and water without ceremony.

“I think,” Maelen said, once they’d eaten. “We brave the storm today and head to the city.”

A flash of memory, Hadren’s face in his window, made Alric wince. “Why? What if this storm is allowing Orthuun’s forces to move? I don’t relish the idea of meeting a hill giant in the dark and rain.”

“Aye, but that’s it exactly,” Maelen said, drinking from her cup. She wiped her lips with the back of her hand. “I’d rather chance it and be behind sturdy walls than a fishing town right now. That blind crone’s words unsettled me, and your nightmare, lad.”

“It wasn’t–” he started to say, but the warrior held up a calloused hand.

“My point is,” Maelen said, and this time it was Vessa who interrupted.

“Let’s get home,” she said decisively, her face earnest and searching theirs.

“Besides,” Maelen said, nodding to Vessa’s declaration. She lowered her voice to a low rumble. “I’d rather get this coin where I know I can safeguard it.”

Alric ran a hand through his hair and sighed. His eyes scanned the window, now an ominously dark gray outside instead of black. Wind and rain still pelted the glass. The tavern’s front door shuddered in its frame.

“Alright, I suppose,” he said cautiously. “I look forward to a day when I’m not wet or cold. Today is going to be rough.”

“But we’ll be home,” Vessa beamed, slapping the table. Even with her scrapes and bruises, her hair mussed and clothing torn, she was beautiful. Alric couldn’t help but grin at her enthusiasm. More memories came to him then, of the time before Hadren’s visitation. He looked down at his lap, his cheeks growing hot.

When he looked up, Maelen was staring at him hard, then glancing at Vessa. Alric did his best to look guileless as he nodded to her and said, “As Vessa says: let’s go home.”

Her gaze flicked between the two of them and she snorted. “Yeah,” she said. “Okay. I’ll get us some provisions for the road, just in case. Then we leave.”

Maelen haggled with the innkeeper for dried rations and water while Alric spiraled through what felt like an endless cycle of feeling awkward in Vessa’s presence, attempting light conversation, then lapsing into silence and berating himself for “being weird,” as she’d warned him. Much to his relief, she didn’t call him on his behavior but instead sat pleasantly content when quiet and engaged in idle chatter when spoken to. Alric noticed a blemish on her neck where he’d kissed her perhaps a bit too vigorously the night before, and he began the cycle all over again.

“We’re done here,” Maelen’s voice said over his shoulder, making him jump. Both he and Vessa chuckled in unison like schoolchildren caught sneaking a sweet treat. Maelen snorted and shook her head, then headed for the front door of the inn.

The warrior pushed hard against the wind, and the trio were immediately assaulted by lashing rain. They pulled their oiled cloaks close, adjusting the hoods and leaning against the gale. The Brine Spoon’s heavy door slammed, and they stalked towards the Long Road in the storm, across the town square.

It felt more like late evening than morning, and they saw no one else on the streets as they left Leandra’s Rest, not even Wink. Merry lights flickered yellow in windows, protected from the wicked weather. Alric yearned to be back in his bed, with Vessa’s body pressed against his, and those thoughts kept him company through the wet, muddy trek north.

Twice before lunch he thought he spied a black-robed figure standing to one side of the road, staring unmoving at him with eyes that glimmered dimly gray in the darkness. Each time he stopped and whirled to face the figure, squinting and staring hard through the driving rain.

“What is it?” Vessa asked the second instance, her voice raised to be heard over the wind.

Alric blinked and rubbed at his eyes. He frowned. “Nothing. I– it’s nothing,” he said. “Thought I saw something.”

Vessa, always the scout, stayed for several breaths, watching the direction he’d been staring. Apparently satisfied that nothing prowled the storm, she turned and joined them. Alric seethed. Was he going crazy, or was the ghost of Hadren following him? Neither option boded well.

Could it be? Could this second, harrowing adventure finally be at end, the PCs safely back in Oakton and ready for Level 3? Not so fast, my friend. Savvy readers will remember that Vessa is still wanted by the city guard for an “off camera” incident that happened last downtime. When they left through the Lake Gate way back in Chapter 12, I said that, anytime Vessa tried to enter or leave the city four months since her incident, I would roll a 50/50 chance of her being identified by the officials. Last time, the Chaos Factor was 5, so it was a true 50% chance. Now, the Chaos Factor is 7, which pushes the likelihood of complications to 75% on the Fate Chart. I roll percentile… 80! Wow, Vessa is lucky.

I admit that result is a bit anticlimactic. However, last time I felt the party was having too easy a time I inserted a random encounter, the will-o-wisps, that almost killed them all. So, instead of inserting obvious danger, I think now is a nice time to try a Deck of Signs reading to help flesh out what the PCs are returning to as they arrive in Oakton. Once again, I’ll draw two cards and use them as guideposts for the narrative. Here we go…

Ho HO! Fascinating. As per the Read the Signs description in the Tales of Argosa rulebook, the goal here is not to use all the words from both cards, but to find a combination of them that inspires the story. For me, the combination of a wealthy/arrogant noble ordering things atop a changing/corrupted city is really fun, and fits right into the themes of this story. Perhaps, the PCs will find in the next adventure, there is as much darkness spreading within Oakton as without? Possibilities abound! For now, let’s get our party home…

They took their midday meal—dried meat, oat cakes, and water—behind the shelter of a large boulder a hundred paces from the road. Alric appreciated the relief from the buffeting wind, but he was still wet and chilled to his bones. His memories of Vessa from the night before seemed hazy and distant now, though they still brought a disbelieving grin to his lips as he mechanically ate. With little conversation among the three of them, they shouldered their travel packs and left their meager sanctuary. Immediately, the wind struck Alric and tossed his hood from his head. He pulled it back into place and leaned into the slanting rain, his boots sloshing in water and mud.

He had no sense of how much slower their pace was now than when they first traveled down to Leandra’s Rest from Oakton, and he was too lost in his thoughts to properly track the time of day. At some point that afternoon, he felt a crawling feeling of someone watching him and whipped around to see… nothing. Maelen shouted something lost in the wind at him, her face glowering. He stumbled forward, glancing around at the storm with a face numbed from the cold.

The Lake Gate surprised him when it appeared. He’d lapsed into what felt like a death march, head lowered, one hand gripping his staff and the other keeping his hood in place. His feet had long since lost feeling, and he stumbled forward with sloshing steps. He hadn’t looked up, and even if he had done so he wouldn’t have been able to see the towering Argenoak through the storm as they approached. One moment Alric was plodding through the driving rain, and the next he’d reached a small throng of travelers huddled near the arched gatehouse and shadowed walls of Oakton.

Someone tugged at his shoulder, and he turned to see Vessa, hunching her posture unnaturally. She pulled him close enough that he could have kissed her, and said so only he could hear, “I’ve still got a warrant on my head for that business before we left. If they catch me, don’t interfere.”

“Wait, what?” he blinked, and then, still stooping, she limped forward into the crowd waiting to be let into the city.

Then he remembered: Vessa had… stabbed someone important’s son, in a fight she said Maelen had started? He’d never gotten the details, and Vessa had tried to brush it off. Whatever had happened, it was still on her mind, though, despite everything that had happened since.

His breath became more ragged, his mind whirling at the implications. The throng around them was a fraction of the one when they’d left Oakton, likely because of the storm. Surely the smaller crowd meant that each entrant would receive more scrutiny. Vessa, then, would go to jail. For how long? Could their silver somehow bribe or bail her out, or would they assume the coins were unlawfully gained and the city watch would take it? Dammit all, he was about to lose Vessa as soon as he’d seen a possible future with her! The injustice of it raged within his skull.

And then, bewilderingly, the gate swallowed them and they were past it, inside the city.

The guards waved the crowd forward, asking no questions of the press of travelers. Alric could have sworn the guard he’d been closest to—a young, bearded Dunfolk man—had a mask of pity upon his face. Pity and concern.

He glanced around at his fellow travelers for the first time. Few had cloaks as oiled and protective as his own. Villagers of all ages clutched scraps of cloth to their heads and breasts, attempting some respite from the storm. They all had identical worried expressions, haunted like those he’d seen on the survivors’ faces of Vastren Hollow. Could these people be, in fact, from that doomed settlement? Or were other settlements also under siege? Alric suspected the latter, and with a growing sense of dread realized that Oakton would likely be bursting with refugees from the wider Redwood Marches. Scrutiny at the gates, it seemed, had been replaced by triage.

“Alric…” a voice rasped, as clearly as if the lips had been caressing his ear. He jumped and looked around.

“Alric Darkheart…”

He whirled again, and travelers near him began to give him a wider berth. He saw Maelen and Vessa, standing shoulder to shoulder, staring at him from the side of the road. Maelen’s expression was furious, Vessa’s concerned.

“Alric?” she mouthed, careful not to call attention to herself by shouting.

And a stone’s throw behind them, in the driving rain, was a bedraggled man in black robes. He stood motionless, seemingly unaffected by the storm. His eyes glinted softly gray in the gloom and, Alric noted with shock, where his robes ended there were no feet, only shifting, oily smoke.

Alric pointed frantically and, with as much speed as his numbed body could muster, limped to join them. Maelen and Vessa turned as one to see what he was gesturing about.

As they did, the figure simply… vanished.

END STORY 2: THE STARLESS RIFT

Next: Level 3 (warning: all game notes)

Then: The Chained Steps [with game notes]

Choosing a Light Heroic System, Part 1: Daggerheart

Don’t worry: This post is not signaling that I’m abandoning my Tales of Calvenor story and forging off in a new direction. Instead, a random happening has spiraled into a pet project (and yes, this in addition to the DCC deity and patron write ups, another pet project!). It’s now consumed enough of my time that I am doing what I always do: Writing about it.

See, just after the new year I stumbled upon an estate sale with amazing deals on TTRPGs (rest in peace, whomever the devout gamer was with the impressive collection). I ended up buying several complete Paizo Adventure Paths from both Pathfinder editions. As I’ve mentioned before, one of my nerdy highlights is GMing the full Age of Ashes AP through six books over three years of play with my in-person group. That experience, then, spawned me writing a couple of Age of Ashes novellas (volume 1 here and volume 2 here). I would happily run another group through the full campaign. It’s great.

Meanwhile, I’ve also been a player in the full Sky King’s Tomb AP (which concludes this Friday! Will my dwarven bard survie the whole thing!?), and have played partial campaigns in Strange Aeons, Abomination Vaults, and Blood Lords. Suffice it to say, I love me some Paizo Adventure Paths, and acquiring several new ones re-sparked my desire to once again run a long campaign through a full, detailed story.

…which may seem at odds with my recent fantasy gaming interests like Dungeon Crawl Classics and Tales of Argosa, two systems that are a) decidedly less (super-)heroic than Pathfinder, and b) focus on shorter, more emergent stories that are strung together over time rather than the epic, long-form “railroads” of APs. Also, haven’t I been enamored with creating my own homebrewed world of Calvenor? Why, then, would I want a fully-baked and exhaustively-detailed setting like Golarion?

It turns out that I can have fun both ways. Yes, I imagine that, for the rest of my gaming life, I’ll be playing some emergent-story games, often in my own setting. Some of these games will be solo, but the whole reason for making the DCC deity and patron entries is to lay the groundwork for a long-form DCC campaign with friends. The thrill of such a campaign would be showing up each week, not knowing where the adventure would twist and turn, even as the GM. I’ll also, if Fates be merciful, enjoy combing through sprawling Adventure Paths for groups of players. At this point, I’ve experienced thousands of hours of fun in Golarion, and I love exploring its various countries and locales. I already own more APs than I can reasonably play in a lifetime, but man… I’d love to try.

(As an aside, if you also love APs and haven’t seen Tarandor’s Guide to the Pathfinder Adventure Paths, do yourself a favor and dive in. I pretty much agree with his entire preamble and this document is an invaluable resource for GMs. I’m thrilled to edit my next AP with his guide by my side, forming a coherent and compelling story from the published material.)

The only wrinkle is that—while I can’t wait to jump into AP after AP—I may be done GMing PF2e. It’s a system that I enjoy playing, but I’m at a stage in life now where the crunch gets in the way of immersion in a way that bothers me. I’d rather us all be storytelling around the table, sharing what’s happening and why, and less discussing the rules so fervently. I’ve played through Sky King’s Tomb with three professional GMs and a devout rules-lawyer. All of us know PF2e’s system inside and out and have internalized vast tomes of Golarion lore. We’re all generous with the spotlight, accomplished storytellers, and solid roleplayers. Yet and still, mostly what we do is strategize about what the rules allow us to do, far more than shared storytelling. I want more of the latter and less of the former.

A few weeks ago, I decided to write a Reddit post asking the wider TTRPG community for suggestions on “lighter” systems I might use to play through Paizo APs. What I outlined was a desire for a game with the following features:

  • fun to play and allows for crazy heroic stunts without the crunch
  • fun to GM and easy to make stuff (like monsters, hazards, etc.)
  • suitable for a long campaign (i.e. has some sort of character progression or at least the players won’t get bored with overly simplistic mechanics)
  • can’t be tied too deeply into a setting – my intention is to keep the Golarion lore of the APs mostly intact

In other words, I’m looking for a system that is both interesting and complex enough that it can handle long-form storytelling, but light enough that I don’t have to spend hundreds of hours prepping.

The post received over 80 comments, generating excitement for systems I hadn’t considered (and, in some cases, even heard of!). I’ve since narrowed the many suggestions down to four systems to explore, at least for now. Today is the first of these explorations, in much the same way I looked for a very particular kind of superhero game almost two years ago.

Daggerheart

art by Matt Wilma

I’m beginning with the system I was least excited to crack open: Daggerheart.

See, as much as I hate to admit it publicly, I’m not a fan of Critical Role. Like, at all. Partly because I think that D&D 5eis one of the least exciting tabletop games around despite being by far the most popular. I’ve played a fair amount of 5e (because, again… most popular!), and I’ve found that a) combat is repetitive and boring, and b) different characters in the same class feel samesy to me. Again, not a fan. I tried to get into Critical Role anyway, but bounced off the storytelling, which felt more like improv theater kids playing pretend than anything that would make me want to roll dice. In fact, I found a lot of Actual Plays using 5e to be similar, fueled by CR’s wild success. It’s so discordant to me that so many great actors flock to a game that’s actually pretty crunchy and grounded in tactical combat, when so many other systems would showcase their talents and enable their stellar improv. But whatever… that’s a side rant. The point is: When I saw that Critical Role had made its own game, I rolled my eyes and had zero interest in checking it out.

Yet I kept seeing fans rave about the system, and it was one of the most recommended when I described my Paizo AP ambitions on Reddit. So, reluctantly, I went online and ordered the Core Set, sending my money to the CR folks. Truth be told, I still expected to hate it.

You know what? Daggerheart is kinda great!

Surprisingly, it takes inspiration from a lot of games I love and uses mechanics that are both easy to grok and fun. The signature mechanic is rolling two differently-colored d12 dice, one called the Hope die and the other the Fear die. You combine both numbers to see if you meet or exceed your DC, but a higher Hope die results in the player gaining Hope, a higher Fear die meaning the GM gains Fear. Both are metacurrencies to do cool narrative things in game and activate abilities. More than this elegant core mechanic, though, is the fact that the game is meant for more storytelling, less tactical combat. It achieves the narrative focus in a myriad of ways, and you can read excellent reviews and mechanics overviews from, among many others, Gamingtrend, The Yawning Portal, and EN World. You can even find more critical reviews, like this one from an OSR-leaning Sablemage on the Tavern. It seems that if you like TTRPGs for its tactical wargaming roots, you’re not going to like Daggerheart (you also won’t like it if a section on “safety tools” offends you, and for that I provide the aforementioned eye-roll). Since pouring over the Core Rules, I’ve read every review I can find, plus listened to several hours of podcast reviews (two highlights are Sly Flourish’s initial reactions to playing the game and the True Strike podcast in general). Suffice it to say, I’m 100% sold that Daggerheart is my kind of game.

Why Daggerheart Works For Me

Amazingly, the various tools from other games are all things I love. Metacurrencies like Hope and Fear for everyone around the table are cool. The ideas of “making moves” as a character in “scenes” from Powered by the Apocalypse games, Countdown Clocks from Forged in the Dark games, abstracted distance and movement, tracking Stress as well as Hit Points, simplified gold and equipment, treating rests like a minigame, making death a narrative option for the player, making leveling up interesting, open invitations to reflavor everything without changing mechanics, “adversary types” like minions that allow for heroic and epic encounters without bogging them down, and on and on—All of it makes me happy, both as a GM and player. Reading through the rulebook, it was immediately clear that I could play the system “out of the box” without an immediate need to pull in rules tweaks from other games (for an extreme example of my tinkering, check out how I hacked Crusaders for my Age of Wonders story).  

Even better, all these rules sit atop a core intent of the game that is, like Pathfinder, inherently heroic, in a world that is meant to be made one’s own. PCs are supposed to be superheroes in a fantasy land, slinging impressive spells, vaulting from balconies, and throwing goblins into each other. I love me some classic Sword & Sorcery gaming where death lurks in every alleyway, but I also love heroic escapism straight out of the Marvel Cinematic Universe. It’s easy to see adapting Daggerheart to a setting like Golarion without any difficulty. Yes, I’d probably limit the Ancestry options depending on the Adventure Path. Yes, there’s a slightly different magic system at play. Yes, perhaps some of the Community options or spells would get reflavored. But I didn’t read anything that made me wince as a major setting incongruence. Heck, there’s even a whole section on combat wheelchairs, something that Paizo pioneered!

In another twist of fortune, the other three game books I ordered have been swallowed by inventory shortages and winter storms, and so I asked my Sky King’s Tomb group if they’d be willing to play a Daggerheart one-shot, with me converting the PF2e Beginner Box adventure, Menace Under Otari, into the system. They’ve already made their PCs in Pathbuilder and sent them to me, which I then converted. The whole process has been seamless and fun. We’re T-minus one week until the game, and I can’t wait!

So… am I done? Did I find my dream system on the first try? Will I set aside my distaste for Critical Role and sing their eternal praises for opening the way to my AP collection?

Not so fast, my friend.

My Daggerheart Concerns

Honestly, I’m being hyperbolic above, because the answer might be that I have indeed found my dream system on the first try. That said, there are a few niggling concerns to address before tossing aside my other options and jumping into a Daggerheart Session 0. Those concerns fall into three related domains: Class variety, the newness of the game, and the burden of homebrewing.

My first and biggest concern is around Class variety. I like that the initial rules provide 9 Classes, each with 2 Subclasses, making 18 total different “character options” available. But remember when I said one of my principal dislikes of 5e is the similarity of different characters of the same Class? At least out of the gate, in Daggerheart, if you’re a Druid then you automatically are a shapeshifter. If you’re a Sorcerer, you cast illusions. The are a limited number of abilities (represented by Domain cards), which makes me worried that once you’ve played, for example, a Bard, you’ve kind of done it and don’t need to do it again. My guess is that a) as I and my players got more familiar with the system, we’d be increasingly comfortable adding custom abilities and Class features, and b) Daggerheart will continue to release supplements, with more and more Class, Subclass, and Domain options. This last point leads me to…

Right now, the game is less than a year old. I’m heartened by the many testimonials from GMs who have been running dozens of sessions over months, but I think the jury is still very much out on whether Daggerheart handles higher-level play well, major errata, if there’s anything obvious that makes advancing in a long campaign less fun, etc. I started playing PF2e right as it released, then jumped in to run a full 1-20, six-book campaign. When Paizo decided to Remaster its books because of the OGL debacle, a part of my soul died looking at the money and time I’d already invested in the game. Eventually, annoyed, I sold my pre-Remastered books at a considerable discount (yes, I understand that I could still use them and play “Legacy” PF2e but the whole thing left a bad taste in my mouth). I am now a little gun-shy about investing too many hours in a game before seeing its warts—especially when that game is promising expansion and supplements. It’s one of several reasons why I probably fell in love with DCC so quickly, because it had already been out for a decade when I discovered it, which had me feeling more like an archeologist than a pioneer.

By far my smallest concern involves the burden of converting an entire Adventure Path’s creatures, hazards, environments, and magic items over to Daggerheart. There’s a nice encounter builder in the Core Rules, including how to make custom adversaries and balance them with the party’s size and level. In my limited experience, these tools both work and are dead easy to use, so it’s likely that my worry here would quickly fall away. That said, my instincts tell me that homebrewing content for Daggerheart is slightly more intensive than the other systems that I’m considering, and thus will take more time. If that time and effort is fun (like, say, the extreme example of my DCC deity and patron write-ups), though, I won’t mind.

There are glimmers of hope in the quickly-growing Daggerheart community that will combat all three of my concerns. The Void is a place where the makers of the game preview new content—like Classes, Adversaries, Environments, and Communities, to be released in the first expansion Hope & Fear and beyond. There’s quite a bit of content there already, which suggests that new official books are on the way. In the meantime, there’s purely community-driven content out there, with vibrant sites like Fresh Cut Grass and Heart of Daggers. In fact, I suppose Critical Role’s success is a boon to me here, because they are rapidly spreading the gospel of Daggerheart to a wide swathe of players and GMs, who are in turn generating content at a rate faster than most other new games I’ve seen. So… green chutes!

All of that said, I absolutely don’t have any of the complaints I’ve seen brought up occasionally in other forums. I don’t think the damage-armor system is too complicated for me or the people I play with, nor is juggling the various trackers (HP, Stress, Armor, Hope, etc.). The lack of a traditional initiative system is great, and consistent with other games I love. The “rulings over rules” idea of keeping some rule interactions open to GM interpretation works for me. The menagerie of Ancestries doesn’t push any of my buttons, and I’m perfectly happy to reskin or restrict options based on the AP I’m playing. I understand that these various complaints are frequent in Daggerheart discussions, and they simply don’t phase me.

One Game to Launch My Journey

As I’ve said repeatedly, I’m surprised by how much I like Daggerheart, and I may very well have found my new favorite heroic fantasy game. Before I fully commit, though, I did purchase three additional systems that merit consideration. Stay tuned for my next installment in this series (which will be… um… at least after the next DCC god/patron), where I check out one of these other options. I’m nervous that I’ll end up with more than one system that I’m excited to play …at least until I realize how awesome a problem that would be!

Please comment below or send an email to jaycms@yahoo.com with any feedback.

ToC27: Darkness Spreading

[game-notes version here]

Artwork by © anaislalovi. All rights reserved

XXVII.

Duskmarch 28, Ashday, Year 731

Wolves black as night dashed from the trees to the left and right in a stir of branches and fallen leaves. Vessa saw Alric crouch and swing with his staff, two-handed, but then two of the beasts were upon her.

They weren’t larger or faster than common wolves, but they made little sound as they bit and gnashed their white fangs. Their eyes were solid black. No beast’s eyes looked like that… Orthuun’s stain had found them. And, as the first wolf leapt at her, she saw their tongues were equally black, an unnerving detail that would plague her dreams.

She dropped her bow to the ground as she ducked the first wolf, drawing her shortsword from its sheath. Before she could stab at the ebon fur, however, Maelen was there, snarling and clubbing the creature with her spiked mace. Her friend’s bestial noises were a sharp contrast to the silent aggression from the wolves.

Another animal darted in. Vessa turned her blade to fend it off, and Maelen crushed its skull as it veered.

Where was Alric? She turned to see him still grunting and swinging his rune-carved staff. Amazingly, two black-furred bodies lay prone at his feet, but he didn’t see the wolf crouching behind him. In one smooth motion, she dropped her sword and plucked the bow from the ground. Draw, pull, loose, and the arrow took the animal in its throat as it leapt. The soundless body hit Alric’s back, making no sound as it hit. He stumbled, spinning to face the threat. Vessa’s shot had been a good one, though. The wolves that had ambushed them were dead.

The entire encounter had taken mere heartbeats, but Vessa was panting. Her wounds from the Starless Rift were far from healed, and she was not, she realized, prepared to again face death.

“We have to get out of here,” she hissed at Maelen. The warrior gripped her weapon with two hands, eyes wide and searching. Vessa recovered her sword from the leaves and sheathed it, placing a hand upon Maelen’s shoulder. Her friend flinched, breath ragged. Maelen may have physically recovered from her wounds more than Vessa, but her psychological ones were far worse. Vessa squeezed the shoulder.

“Mae, we have to go,” she urged with a fierce whisper.

Maelen blinked, as if seeing her for the first time. She scanned the small clearing, the prone bodies scattered like shadows in the grass. She nodded once.

Vessa plucked the arrow from the dead wolf as they left, covering their rear and keeping her eyes sharp for more predators. Out of sight, they could hear the two wolfpacks still battling, though she noted there were far fewer sounds than before. Since only the brown wolves snarled and growled, that could mean both sides were depleted, or it could mean that the Orthuun-tainted ones had almost finished them off. That latter possibility made her breath catch, and she hurried her pace.

Maelen half-carried Alric down the slope of the hill, their steps reckless and stumbling. Almost immediately, Vessa’s chest and legs began protesting, and she uncharacteristically tripped and fell hard on one knee. The jolt sent a stab of pain through her cracked ribs. Maelen paused when she heard her yelp, and through tear-blurred eyes Vessa waved the concern away. Vessa pushed herself up, gritted her teeth, and ran.

They were well out of the forested hills and trudging wearily across grassy plains by the time they collapsed into a brief rest. Alric lay panting and clutching his shoulder. Maelen dropped next to him, her eyes clenched shut in either pain or exhaustion. Vessa sat in a way that gave her ribs some relief, her body slick with sweat.

Her gaze was drawn back to the Greenwood Rise, now on the horizon. She saw no evidence of black-furred shapes darting out of the trees in pursuit. Their quick work of the wolves ambushing them seemed to have kept the party away from the larger pack. Either that, Vessa thought, or the black-eyed animals wanted to stay within the forest.

She shivered. They would definitely not be returning to the wilds anytime soon, she quietly vowed.

“I think…” Vessa panted, catching her breath. “I think we made it out. For now.”

The others nodded, unable to speak, and for some time they sat in depleted silence. Vessa kept her keen eyes on the tree line the entire time, searching for some movement that would signal their pursuit. She saw nothing, and they drank water from yesterday’s stream and ate the last of their dried rations. Vessa hoped they would reach Leandra’s Rest by nightfall, otherwise it would be a lean and hungry night.

As if sensing the thought, Maelen pushed the group up and moving again, far before any of them looked ready. The day remained sunny and warm, and, as they trudged eastward towards the coast, Vessa tried to conjure the feelings of peace and shelter from their shared Rootmother dream. Her thoughts, however, frequently drifted to the empty tomb of Saelith the Vanished, the lone hill giant and its tent, the morning’s swarm of wolves. The Redwood Marches were changing, in ways that made dread settle at the base of her spine. Were demon-led armies massing? Would Oakton soon be under siege? She pictured black-eyed wolves and savage skratts in the city’s alleyways, the City Watch bells ringing in earnest.

Gods but she yearned for a drink, or a smoke of lotus leaf—anything to lessen her anxiety about what was coming.

Late in the afternoon, they reached the Long Road and followed it north. Any travelers they saw steered well wide of them, both because of their bedraggled appearance and, Vessa guessed, Maelen’s scowl. It was just as well… she would rather the word not spread about the coin-laded packs they carried. She did note that the wagons and foot traffic seemed to be headed exclusively north, though. Not a single traveling party moved south, away from the city.

Well before dusk, they’d found Leandra’s Rest, the small fishing hamlet nestled between reed marshes and the road. It was even smaller, she realized, than Vastren Hollow had been, and not nearly as fortified against attack. For a grim moment, Vessa pictured the scattered wood houses on stilts and various docks aflame as creatures of shadow tore the residents apart. She blinked and shook her head to clear it of horror.

Just beyond the town’s low, unmanned wall was the rocky patch of soil the locals called their village square. Beyond it lay the Brine Spoon, where Vessa aimed to eat whatever fish stew was offered, fend off any advances from the lascivious bartender, and sleep. Before they’d taken three weary steps into the square, however, a familiar, dry voice called out to them.

“They live! But lo, you’ve stared into the shadows, haven’t you? The rabid dog is frothing,” she nodded towards Maelen, “the mouse’s tail is stained ink-black,” she frowned at Alric, and then she turned a sad smile to Vessa. “But at least the beaten pup has found love, eh?”

Maelen growled under her breath, but Alric answered with a lopsided grin. “Wink!” he said, as they moved to where the old woman squatted on the same overturned fish crate near a lantern post. She looked just as she had—what was it? Nearly two weeks ago?—her tightly coiled hair bound up in a patched, sea-green shawl, driftwood cane at her side. Her white eyes never left them. Wink’s dark, weathered face crinkled in knowing mirth.

“My boy! A mixed journey for you, eh? The book still plagues your pocket, but at least you took an old crone’s advice and didn’t take the hand that was offered! And you all survived, which I admit I didn’t expect.”

“How did you–?” Alric began, then shook his head. “I do not understand prophecy.”

“The shore speaks tide. The blind speak time!” Wink answered with a cackle, then slapped her knee.

“Leave the bitch,” Maelen growled, her fists clenched. “I’m in need of a meal and a bed.”

“Maelen, please,” Vessa said. “She got us to the Rift, didn’t she?”

“Which lined your pockets in gold, hm?” Wink smiled open-mouthed.

“Keep your bloody voice down!” Maelen hissed, eyes searching the square.

“But at what cost?” the old woman continued. Her face transformed into a tragic frown, and she seemed to be talking to herself more than Alric. “The darkness is spreading, threatening to blot out the sun. The boy will search for answers, but will he find them in time? Will his friends be strong enough to shine the lanterns and banish the shadows? I wouldn’t bet on it, alas. Doom comes.”

A chill shiver crept down Vessa’s spine at her words. Just then, someone with a high-pitched voice yelled, “Look!”

Vessa and the others in earshot raised their heads at the boy, who was no more than ten, in patched overalls at the far side of the square. He was pointing a thin finger westward. Vessa turned to look.

Clouds had gathered over the Greenwood Rise, darker than she could ever remember seeing. Even as she watched, open-mouthed, the black clouds bubbled and expanded over the hills, gathering ominously. Below the heavy clouds, ebon shadows engulfed the forest and began spreading out towards them on the plains. Trees darkened and vanished in the prowling black. Vessa had never seen distant clouds look so threatening or gather so quickly. People around them began murmuring and exclaiming at the coming storm. The parent of the boy who’d called out hustled him inside a nearby building.

“All things happen, in time,” Wink sighed dramatically, even as the square stirred with activity. “The lights go out, only to be lit again, someday, far from now.” She seemed to slump. “We did our best.”

“How do we stop him?” Alric urged, leaning in towards the blind woman. “What do we do, Wink?”

But Vessa saw the blind woman’s white eyes fill with tears, lost in thought. Her lips moved almost imperceptibly as she murmured something below hearing. The woman’s age-gnarled hands clutched between her knees, almost like prayer. In that moment, Vessa recalled vividly the time by the warm column of air, deep within the Starless Rift, when Maelen and Alric had been broken by their defeat. The prophet Wink had the same hopeless, distant feel, and Vessa wasn’t surprised when she didn’t even acknowledge Alric’s words. Once again, fear gripped Vessa’s spine as she felt the threat of helplessness creeping in from all sides.

“Let’s go, lad,” Maelen pulled Alric’s arm roughly, and he stumbled away. He seemed to come to the same conclusion as Vessa and, with a worried look back once more at the distant storm, limped to keep up. Vessa followed more reluctantly, pursing her lips and rubbing at her bent nose in agitation. She hurried her steps and caught her two companions just as Maelen threw open the door of the Brine Spoon.

Late that night, Vessa padded silently on bare feet across the hallway of the inn. As expected, they’d eaten their fish stew, she’d fended off the bartender’s inelegant advances, and she’d even enjoyed a rare sponge bath before bed to free herself of the grime and terror from their journey. Maelen had drunk too much ale and lay snoring on her back, still in her chain shirt. The warrior’s black mace lay at the bedside, close at hand.

Outside, the storm hammered at the Brine Spoon’s windows and roof, lashing rain and wind. Vessa thanked the Rootmother they were indoors, as sleeping in the mud during this night would have been harrowing at best. She could almost picture it, and shuddered.

The door across the hall was locked, but she’d brought her picks. It was a simple lock, and within several heartbeats it clicked. The wooden door’s hinges creaked annoyingly as she swung it open cautiously, but the buffeting storm helped dampen the noise. She paused, hesitated, almost turning back.

The room beyond was far smaller than her and Maelen’s. Square, with only a bed and wash basin as adornment, pegs on the wall for clothes and an unlit iron lantern. A single window rattled with the wind and rain, letting in little light. Even with Vessa’s adjusted night vision, the room was a smudge of vague shapes. There was a lump in the bed, which is what she’d expected. She closed the door softly and stealthily, then carefully approached the bed. Her heartbeat quickened.

“Alric,” she whispered lightly. The lump stirred and he mumbled something. She repeated his name.

“Vessa?” his baritone voice said groggily. “What’s happening?”

“Shhh,” she whispered, leaning close. “Everything’s fine. Listen: The innkeep said it’s the twenty-eighth, which means we missed the Sweet Requital.”

“Wh– what?” he mumbled, confused. She thought she could see him rubbing at his eyes in the gloom.

“It’s my favorite holiday,” she continued. “It must have been while we were underground. I lost track of the days, and now I realize we missed it.” She blew out a soft breath and moved closer. “With everything happening…” she paused, swallowed. “Well, I don’t know that we’ll see another one. So…”

She shrugged out of her shirt, pulling it over her head and trying not to cry out at the protest from her ribs and shoulder. Vessa lay a hand down upon where she thought his chest was. He utterly stilled, saying nothing. The window rattled at a particularly violent assault of wind and water.

Her hand pulled his blanket down slowly and his breath caught. She used the sound to lower her own lips to his. After a hesitant kiss, she whispered. “Just tonight. To banish the darkness.”

“Vessa…”

“Shh. Don’t overthink.”

The next kiss she gave him was not so hesitant.

Next: Haunted [with game notes]