ToC31: Brannic Sootward

[game-notes version here]

Artwork by © anaislalovi. All rights reserved

XXXI.

Thawmere 12, Wyrdsday, Year 732

Alric stumbled out of the alleyway and into a warehouse district street. Squinting—his eyes still watery from the smoke cloud—he saw the black-clad, Iron Thorn agent across the street, his back to a three-story warehouse. Maelen faced him, fists balled, and to his shock she lunged at him.

The man was her match in speed, however. He turned with the punch, letting it glance off. Maelen overbalanced, hit one knee, and came up cursing.

“Stop!” Alric shouted, limping across the street as quickly as his leg and staff would allow. “Stop, Maelen… stop!”

The man was rubbing his jaw with one hand, eyes flicking between the two of them. His other hand, Alric noted with alarm, had dropped to touch the hilt of his sword. Thankfully Maelen hadn’t reached for her spiked mace, but Alric thought it was only a heartbeat away.

“What’s going on?” Alric asked desperately.

“Shut it, lad,” the warrior spat, meaty fists still up and ready. “He’ll pay for hunting Vess.”

“Pay? Maelen, please! He’s an Iron Thorn agent! He’s the law! We’re not in the wilds anymore!”

The man grunted and threw them both a half grin. “Listen to your friend… Maelen, was it? I’ll give you the punch for free, seein’ as we got off on the wrong foot. Don’t push it, girl.”

“Girl!?” Maelen roared, but Alric put a hand on her shoulder.

Please!” he hissed.

The warrior growled, low and… hungry? Whatever the sound was, it disturbed him. But she did, after several ragged breaths, back down. With obvious effort, Maelen unclenched her fists.

“Good,” the man winked. “Now, I must say: This whole situation’s makin’ my brain itch. You say the runner’s name is Vess?”

“Vessa,” Alric offered. “Velthorn.”

“Shut it!” Maelen smacked him on the shoulder, causing Alric to stumble.

“And you, young scribe? What’s your name?” the man asked, his gray eyes’ intensity in sharp contrast to his easy smile. His face was a maze of scars, the most pronounced tugging at one side of his mouth.

“A-Alric, sir,” he stammered and stepped out of Maelen’s reach. She growled again, like a caged animal.

“Mistsong, yes?” he said, nodding once, as if confirming a detail. “Just the man I wanted to meet. Good. Maelen?” the Iron Thorn agent said, stepping up to Alric and placing a hand on his shoulder. “Why don’t you run along and go find your friend Vessa. Tell her that Brannic Sootward will be callin’ upon her later this evenin’ to ask a few questions, if you don’t mind.”

“Alric,” Maelen hissed through clenched teeth. “Do not share information with this filthy rat.”

“Maelen, it’s fine. He’s just doing his job!” Alric pleaded. “I haven’t done anything wrong.”

“There, see?” Brannic said, lifting a finger to his jaw where Maelen had struck him. “Civility.”

Maelen didn’t spare a glance at the man. Her eyes were locked on Alric’s. “We’ll meet you for dinner at the regular spot, yeah?”

“And what spot would that be?” Brannic asked.

“The Heart & Dagger,” Alric said, then winced. Maelen threw up her hands in exasperation, looking skyward as if seeking divine aid.

Just then, Rusk stepped out of the alleyway. He certainly hadn’t run after them, and seemed not at all out of breath.

Brannic’s eyes snapped up. “Friend of yours?” he asked.

“No,” Alric said immediately. “We only just met.”

“I’ll go,” Maelen said. “Lad: Be smart,” she pointed a calloused finger accusingly at him. “Use that brain of yours. And you,” the finger swiveled to Brannic. “If he ends up beaten or in a cell somewhere, I’m coming for you.”

Brannic laughed and hauled Alric around, retracing their steps away from the warehouses and back towards the civic rise and the Inkbinders Lodge. His arm was like an iron band, holding Alric in place. Maelen yelled a curse after Brannic, but the man ignored it as if he hadn’t heard.

Alric barely noticed the path they walked. His throat had gone dry… beaten up or in a cell? Could this be about his ongoing bribery of a clerk to gain access to the forbidden stacks? The debt he owed his family for the Thornmere Hold expedition? Could Brannic be an agent of Orthuun? If the mage had a heartbeat, it would be racing. Instead, he found his thoughts jumbled and breath ragged.

The Iron Thorn agent, meanwhile, seemed to eventually realize that Alric couldn’t outrun him even if he tried, so he let go of his shoulder and walked easily beside him. To anyone watching, it might have looked like two longtime friends taking a brisk winter walk through the streets, content in their silence. Only as they’d almost reached the Lodge did Alric realize that Brannic was scanning the foot traffic carefully, looking at rooftops and empty alleyways. Ah. He thought that Alric’s friends might double back to free him and was staying vigilant. At this point, Alric couldn’t tell if he hoped they did so or left him to his fate. He felt off balance and anxious… what was this all about?

Back at the Quiet Margin, the tavern seemed to have recovered from the commotion caused by Vessa’s flight. If anyone recognized Alric or Brannic from before, they didn’t let on, and soon Alric found himself seated across from the scarred investigator, the man’s gray eyes considering him carefully.

“So, Alric. You’re a scribe, then? Part of the Lodge?” he asked, taking such a long a draught of his ale that he must have half-finished it. He wiped his mouth with the back of his hand.

“Y-yes sir,” Alric bobbed his head. He lifted the lapel of his robe as if it helped verify the profession. “A-and I must get back to work, I’m afraid. I had only taken lunch to meet my friends.”

“Mmm,” the man said, taking a long drink to consider. “Friends, is it? How is it you became friends with a couple of mercenaries?”

Alric chuckled nervously. “‘Friends’ might be overstating it. I hired the two of them as bodyguards awhile back, and we’ve stayed in touch. We gathered today after not seeing each other in weeks.”

“Bodyguards?” Brannic quirked a salt-and-pepper eyebrow. “Now what do you need bodyguards for, boy?”

Inwardly, Alric cursed. Somehow this man was able to pry details from him that he didn’t want to share. It was maddening, and he felt awkward and slow. Somehow, he mused grimly, he was able to lie repeatedly about his whereabouts and activities to those within the Lodge, but a single Iron Thorn agent caused him to stutter and jumble his thoughts. It was that damned man Rusk, he thought. Why did Vessa bring him to their lunch? Everything about their reunion had been a mess, and so different from what he’d envisioned.

He brought himself back to the present. Brannic was studying him intently. Use that brain of yours, Maelen had urged him. Right. Stall. Reset. Find an exit.

“You look as if you’ve finished your ale,” Alric pointed out. “Shall I order another round?”

Brannic didn’t speak for a long beat, then smirked. “Sure. Don’t run.”

“Please,” Alric said without humor. “I know my limitations.” With weariness, he stood and leaned on his rune-carved staff. He nodded to the man and, with his limp exaggerated, moved to the bar. His mind whirled. Why was Brannic asking these questions? Had Vessa recognized him and bolted, or was she simply assuming it had something to do with her warrant? More urgently: How could he leave this conversation quickly, and without revealing everything he’d learned about the Silent Compact? About Orthuun?

He returned with one mug and placed it in front of Brannic, who waited with casual ease.

“Not another for you?” he said, raising the mug in salute before taking another long drink.

“It goes to my head,” Alric shrugged. “And I must be getting back to my duties at the Lodge. Might we get to why you wanted to speak with me, sir?”

“In a bit,” he smiled, waving a hand. “First, you were tellin’ me why you needed Maelen and Vessa as bodyguards? Not usual for a scribe, is it?”

“It’s not,” Alric admitted, exhaling and trying to regain his wits. “I was exploring a rumor I’d discovered in a scroll—a reputed hidden tomb in the wilds. They were to keep me safe on the journey.”

“In the wilds? My my. Dangerous business to be sure. What did you find?” he asked casually.

“Only a rumor,” Alric said, with practiced disappointment. Brannic narrowed his eyes, and Alric had no idea if the lie had landed well. “But they did their jobs, which is why I’m still here.” He smiled.

“Hmph. Well, Alric, if you don’t mind my sayin’, the Lodge has you workin’ too hard. You look about to fall over and like you haven’t slept in days.”

Alric said nothing. His fingers were intertwined atop the table’s surface to calm his nerves.

Another pause, and then Brannic asked. “Do you know the name Sera Vellorin?”

Alric blinked, suddenly off guard again. “No,” he said truthfully. “Should I?”

“Mmm,” the scarred man said, picking idly with a finger at a crease in the wood of the table. “She’s been bribin’ some people within your Lodge to gain access to some secret archives or somethin’. What would you–”

Brannic continued to speak but Alric lost the words as he panicked. The mention of “secret archives” made him certain that this Iron Thorn investigator had come to arrest him for his own bribery, to link him somehow to this Sera person. The crowd around them swam in his vision, and Alric suddenly felt dizzy. Without realizing he was doing so, he began muttering beneath his breath, feeling his limbs deaden as he drew on the power of the demon Orthuun. His fingers moved with purpose as the magic took form.

Brannic was quite correct when he said that Alric needed sleep. He’d spent his recent weeks in Oakton uncovering the history of the Silent Compact, but those were his daytime activities. At night, his weary eyes had been buried in the Tome of Unlit Paths, desperately attempting to learn how to harness the power of the demon without losing himself to darkness. In doing so, he’d realized how Hadren Kelthorn had escaped their tavern meeting months before when they’d first met the man, the precise spell he’d cast.

Alric hissed the final, sibilant words and the world around him lost all color. Across the table, a black-and-white Brannic stood abruptly, a sudden knife in one hand. Others in the tavern saw the weapon and screamed, pushing themselves away from the Iron Thorn agent. None of them saw Alric, however, as, to them, he’d disappeared in a sudden circle of ash.

Alric Darkheart…” a voice rasped. Near him was the shade of Hadren, watching him with grey lights in his eye sockets and floating above the tavern floor. He did not move his slack lips, but somehow the words still whispered directly into Alric’s ears.

Something had gone wild and unchecked from the spell he’d cast. It was as if Orthuun’s power not only deadened his body but was pulling his very essence away. He swung his wide eyes from Hadren to the door of the tavern, stumbling through the startled crowd.

Darkheart…” the voice echoed, more distantly now. Alric spared a look over his shoulder. Hadren hadn’t moved. The shade floated within a press of individuals pushing away from Brannic, the investigator scanning the table and looking wholly unnerved. A group of robed bystanders were pointing at the circle of ash around Alric’s former chair.

Three young clerks blocked his way to the exit. With an exasperated shove, he broke through them as they felt themselves tossed aside by an invisible force. Alric hurled himself bodily against the door, opening it and gasping into a grayscale Oakton. The force of the spell was still pulling at him, eating away at something he knew was vital. But he couldn’t appear out of nowhere in front of the Inkbinders Lodge, with all to see. He kept his invisibility intact as he limped towards a narrow alleyway, feeling his life drain away with every step. Get out of sight, he thought desperately, and then end the spell.

With a groan, the young man pulled himself into shelter and released Orthuun’s power. As soon as it ended, he doubled over, panting and clinging to his staff.

He did not yet see his shadow, moving independently and raising its arms in triumph beside him.

Next: Two Days [with game notes]

ToC31: Brannic Sootward [with game notes]

[prose-only version here]

Artwork by © anaislalovi. All rights reserved

Do I wish Downtime had been long enough for Maelen to clear her rage madness? Yes, yes I do. I worry that she’ll become too one-dimensional of a character. But I do have to admit… her madness makes for some fun story beats.

Per the Tales of Argosa rulebook, all characters are trained in unarmed brawling, and attacks do 1d2 damage plus Str modifiers. Brannic’s AC is 14 and Maelen has a +5 to hit. She rolls a 12 and hits, doing 3 damage and bringing the Iron Thorn investigator’s hit points to 17. She’ll also try a Minor Exploit to knock him down with the blow. Doing so requires an opposed Str check: Maelen fails with an 18 and Brannic has a Great Success with a 6. Not even close.

Here’s the important roll: How does Brannic react? I’ll roll a Reaction roll on the “Human, Guard” table at -2 because of the punch. An adjusted 7 is Difficult, barely avoiding Hostile. Good enough.

XXXI.

Thawmere 12, Wyrdsday, Year 732

Alric stumbled out of the alleyway and into a warehouse district street. Squinting—his eyes still watery from the smoke cloud—he saw the black-clad, Iron Thorn agent across the street, his back to a three-story warehouse. Maelen faced him, fists balled, and to his shock she lunged at him.

The man was her match in speed, however. He turned with the punch, letting it glance off. Maelen overbalanced, hit one knee, and came up cursing.

“Stop!” Alric shouted, limping across the street as quickly as his leg and staff would allow. “Stop, Maelen… stop!”

The man was rubbing his jaw with one hand, eyes flicking between the two of them. His other hand, Alric noted with alarm, had dropped to touch the hilt of his sword. Thankfully Maelen hadn’t reached for her spiked mace, but Alric thought it was only a heartbeat away.

“What’s going on?” Alric asked desperately.

“Shut it, lad,” the warrior spat, meaty fists still up and ready. “He’ll pay for hunting Vess.”

“Pay? Maelen, please! He’s an Iron Thorn agent! He’s the law! We’re not in the wilds anymore!”

The man grunted and threw them both a half grin. “Listen to your friend… Maelen, was it? I’ll give you the punch for free, seein’ as we got off on the wrong foot. Don’t push it, girl.”

“Girl!?” Maelen roared, but Alric put a hand on her shoulder.

Please!” he hissed.

The warrior growled, low and… hungry? Whatever the sound was, it disturbed him. But she did, after several ragged breaths, back down. With obvious effort, Maelen unclenched her fists.

“Good,” the man winked. “Now, I must say: This whole situation’s makin’ my brain itch. You say the runner’s name is Vess?”

“Vessa,” Alric offered. “Velthorn.”

“Shut it!” Maelen smacked him on the shoulder, causing Alric to stumble.

“And you, young scribe? What’s your name?” the man asked, his gray eyes’ intensity in sharp contrast to his easy smile. His face was a maze of scars, the most pronounced tugging at one side of his mouth.

“A-Alric, sir,” he stammered and stepped out of Maelen’s reach. She growled again, like a caged animal.

“Mistsong, yes?” he said, nodding once, as if confirming a detail. “Just the man I wanted to meet. Good. Maelen?” the Iron Thorn agent said, stepping up to Alric and placing a hand on his shoulder. “Why don’t you run along and go find your friend Vessa. Tell her that Brannic Sootward will be callin’ upon her later this evenin’ to ask a few questions, if you don’t mind.”

“Alric,” Maelen hissed through clenched teeth. “Do not share information with this filthy rat.”

“Maelen, it’s fine. He’s just doing his job!” Alric pleaded. “I haven’t done anything wrong.”

“There, see?” Brannic said, lifting a finger to his jaw where Maelen had struck him. “Civility.”

Maelen didn’t spare a glance at the man. Her eyes were locked on Alric’s. “We’ll meet you for dinner at the regular spot, yeah?”

“And what spot would that be?” Brannic asked.

“The Heart & Dagger,” Alric said, then winced. Maelen threw up her hands in exasperation, looking skyward as if seeking divine aid.

Just then, Rusk stepped out of the alleyway. He certainly hadn’t run after them, and seemed not at all out of breath.

Brannic’s eyes snapped up. “Friend of yours?” he asked.

“No,” Alric said immediately. “We only just met.”

“I’ll go,” Maelen said. “Lad: Be smart,” she pointed a calloused finger accusingly at him. “Use that brain of yours. And you,” the finger swiveled to Brannic. “If he ends up beaten or in a cell somewhere, I’m coming for you.”

Just for fun, let’s do a Will or Cha check for Maelen (they’re both 11) to see how well the threat lands. She rolls a 15. Well, bummer.

Brannic laughed and hauled Alric around, retracing their steps away from the warehouses and back towards the civic rise and the Inkbinders Lodge. His arm was like an iron band, holding Alric in place. Maelen yelled a curse after Brannic, but the man ignored it as if he hadn’t heard.

Alric barely noticed the path they walked. His throat had gone dry… beaten up or in a cell? Could this be about his ongoing bribery of a clerk to gain access to the forbidden stacks? The debt he owed his family for the Thornmere Hold expedition? Could Brannic be an agent of Orthuun? If the mage had a heartbeat, it would be racing. Instead, he found his thoughts jumbled and breath ragged.

The Iron Thorn agent, meanwhile, seemed to eventually realize that Alric couldn’t outrun him even if he tried, so he let go of his shoulder and walked easily beside him. To anyone watching, it might have looked like two longtime friends taking a brisk winter walk through the streets, content in their silence. Only as they’d almost reached the Lodge did Alric realize that Brannic was scanning the foot traffic carefully, looking at rooftops and empty alleyways. Ah. He thought that Alric’s friends might double back to free him and was staying vigilant. At this point, Alric couldn’t tell if he hoped they did so or left him to his fate. He felt off balance and anxious… what was this all about?

Back at the Quiet Margin, the tavern seemed to have recovered from the commotion caused by Vessa’s flight. If anyone recognized Alric or Brannic from before, they didn’t let on, and soon Alric found himself seated across from the scarred investigator, the man’s gray eyes considering him carefully.

“So, Alric. You’re a scribe, then? Part of the Lodge?” he asked, taking such a long a draught of his ale that he must have half-finished it. He wiped his mouth with the back of his hand.

“Y-yes sir,” Alric bobbed his head. He lifted the lapel of his robe as if it helped verify the profession. “A-and I must get back to work, I’m afraid. I had only taken lunch to meet my friends.”

“Mmm,” the man said, taking a long drink to consider. “Friends, is it? How is it you became friends with a couple of mercenaries?”

I haven’t done any “social combat” scenes in this story yet, but to me they’re part of the fun of urban adventures, whether they’re between thieves lying to escape a guard or royal maneuverings in court. The Tales of Argosa rulebook, sadly, only dedicates a single page to influencing NPCs, and essentially boils it down to a single Charisma role, often with skills or other modifiers. That’s good for many situations (like when Alric talked his way out of Oakton in the first story), but here I want it to be a bit more involved. Brannic wants to interrogate Alric, both because the scribe is part of his investigation and about Vessa. Alric, meanwhile, is now suitably paranoid about the consequences of this conversation and wants to get out of this situation quickly and without incident. You know what that sounds like to me?

It sounds like a Chase.

Let’s set it up the same as Vessa’s chase: Alric starts a minimum distance away, 4 “lengths,” with Brannic in pursuit. If Brannic “catches” him, Alric reveals everything he knows about the forbidden archives (likely getting himself arrested). I’ll keep the Vessa info as a sweetener depending on the rolls.

Here we go with the first of six “legs” of the conversation: Alric will roll a Cha(Deception) check against Cha(Gather Info). Both characters have the needed skills, and both have 13 Charisma scores. That makes it an even 14 vs 14 target. On the first roll, both fail with a 18 & 17, respectively! So, no ground made up either way. I’ll also use the Chase Event table and see if I can interpret it for a social situation: I roll Snap Opportunity, which allows Alric to make a quick action. Seeing that Brannic is a drinker, he’ll order him another round of drinks to try and make him drunk (-2 on the next roll). I’ll give Brannic a Con roll to see if he succumbs. He just passes. Oh well. Worth a shot!

The second leg: Alric again fails with a 16 but Brannic has a Great Success with a 7. Uh oh. That’s two lengths covered, which means only 2 remaining. To make matters worse, I roll Random Setback, Lost, which means Alric needs to make an Int check or get confused and lose the Chase. It’s his turn to just pass, but he does so with another 16. For Brannic’s Great Success, I’ll give him all the Vessa info he needs to make the connection to the fateful night when Vessa stabbed Joryn Vellorin.

Third leg: Alric rolls a THIRD 16, failing, but so does Brannic. The distance between them stays at two lengths. I roll All In!, which means in a group chase that all characters would be allowed an action. Since it’s just Alric, I’ll take the spirit of the “All In!” title and say he gets desperate and tries to cast a spell: A Wisp Unseen (i.e. invisibility), pulling the same maneuver as Hadren Kelthorn to kick off Story 2. He now must roll a successful Int(Arcane Lore) check and rolls a nat-1! That’s a Great Success, obviously, and means he could have made a second person invisible as well. For the lucky roll, I’ll say this will effectively end the Chase and let him get away. However, there’s still the DDM roll. I didn’t reset Alric’s DDM number after Downtime, so it’s still 3. He must roll higher on a 1d8 and rolls… a 1.

Hoo boy. So, to recap: Alric failed all three Chase rolls and now has negative effects from his spellcasting. But he gets away!

I mentioned that I was so enamored with my Orthuun patron write-up for Dungeon Crawl Classics that I would adopt the Taint and Corruption tables from it for Alric. As a result, I first roll a 1d6 per my Invoke Patron failure table and get another 1! Poor Alric. That’s a roll on both patron taint and corruption tables. For corruption, I’ll use my Cloak of Shadow table and get “The caster becomes painfully gaunt, as if sucked dry of life force.” Okay, makes sense, and I’ll treat it as an injury that could get healed in the next Downtime, and will also knock a point off his Constitution for it. And now for the taint roll? I roll a 6, “When this taint is first rolled, the caster’s shadow acts independently from the caster, often still when the caster is moving and vice-versa.” Okay! Done and done. Poor Alric… he just gets creepier, and how is this creepiness going to affect his courting of Vessa?!

Regardless, the Chase is over after 3 legs and he’s escaped the encounter (just as happened with Vessa!), despite failing his rolls. Fun! Oh, and Alric’s DDM number is now thankfully back to 1.

Alric chuckled nervously. “‘Friends’ might be overstating it. I hired the two of them as bodyguards awhile back, and we’ve stayed in touch. We gathered today after not seeing each other in weeks.”

“Bodyguards?” Brannic quirked a salt-and-pepper eyebrow. “Now what do you need bodyguards for, boy?”

Inwardly, Alric cursed. Somehow this man was able to pry details from him that he didn’t want to share. It was maddening, and he felt awkward and slow. Somehow, he mused grimly, he was able to lie repeatedly about his whereabouts and activities to those within the Lodge, but a single Iron Thorn agent caused him to stutter and jumble his thoughts. It was that damned man Rusk, he thought. Why did Vessa bring him to their lunch? Everything about their reunion had been a mess, and so different from what he’d envisioned.

He brought himself back to the present. Brannic was studying him intently. Use that brain of yours, Maelen had urged him. Right. Stall. Reset. Find an exit.

“You look as if you’ve finished your ale,” Alric pointed out. “Shall I order another round?”

Brannic didn’t speak for a long beat, then smirked. “Sure. Don’t run.”

“Please,” Alric said without humor. “I know my limitations.” With weariness, he stood and leaned on his rune-carved staff. He nodded to the man and, with his limp exaggerated, moved to the bar. His mind whirled. Why was Brannic asking these questions? Had Vessa recognized him and bolted, or was she simply assuming it had something to do with her warrant? More urgently: How could he leave this conversation quickly, and without revealing everything he’d learned about the Silent Compact? About Orthuun?

He returned with one mug and placed it in front of Brannic, who waited with casual ease.

“Not another for you?” he said, raising the mug in salute before taking another long drink.

“It goes to my head,” Alric shrugged. “And I must be getting back to my duties at the Lodge. Might we get to why you wanted to speak with me, sir?”

“In a bit,” he smiled, waving a hand. “First, you were tellin’ me why you needed Maelen and Vessa as bodyguards? Not usual for a scribe, is it?”

“It’s not,” Alric admitted, exhaling and trying to regain his wits. “I was exploring a rumor I’d discovered in a scroll—a reputed hidden tomb in the wilds. They were to keep me safe on the journey.”

“In the wilds? My my. Dangerous business to be sure. What did you find?” he asked casually.

“Only a rumor,” Alric said, with practiced disappointment. Brannic narrowed his eyes, and Alric had no idea if the lie had landed well. “But they did their jobs, which is why I’m still here.” He smiled.

“Hmph. Well, Alric, if you don’t mind my sayin’, the Lodge has you workin’ too hard. You look about to fall over and like you haven’t slept in days.”

Alric said nothing. His fingers were intertwined atop the table’s surface to calm his nerves.

Another pause, and then Brannic asked. “Do you know the name Sera Vellorin?”

Alric blinked, suddenly off guard again. “No,” he said truthfully. “Should I?”

“Mmm,” the scarred man said, picking idly with a finger at a crease in the wood of the table. “She’s been bribin’ some people within your Lodge to gain access to some secret archives or somethin’. What would you–”

Brannic continued to speak but Alric lost the words as he panicked. The mention of “secret archives” made him certain that this Iron Thorn investigator had come to arrest him for his own bribery, to link him somehow to this Sera person. The crowd around them swam in his vision, and Alric suddenly felt dizzy. Without realizing he was doing so, he began muttering beneath his breath, feeling his limbs deaden as he drew on the power of the demon Orthuun. His fingers moved with purpose as the magic took form.

Brannic was quite correct when he said that Alric needed sleep. He’d spent his recent weeks in Oakton uncovering the history of the Silent Compact, but those were his daytime activities. At night, his weary eyes had been buried in the Tome of Unlit Paths, desperately attempting to learn how to harness the power of the demon without losing himself to darkness. In doing so, he’d realized how Hadren Kelthorn had escaped their tavern meeting months before when they’d first met the man, the precise spell he’d cast.

Alric hissed the final, sibilant words and the world around him lost all color. Across the table, a black-and-white Brannic stood abruptly, a sudden knife in one hand. Others in the tavern saw the weapon and screamed, pushing themselves away from the Iron Thorn agent. None of them saw Alric, however, as, to them, he’d disappeared in a sudden circle of ash.

Alric Darkheart…” a voice rasped. Near him was the shade of Hadren, watching him with grey lights in his eye sockets and floating above the tavern floor. He did not move his slack lips, but somehow the words still whispered directly into Alric’s ears.

Something had gone wild and unchecked from the spell he’d cast. It was as if Orthuun’s power not only deadened his body but was pulling his very essence away. He swung his wide eyes from Hadren to the door of the tavern, stumbling through the startled crowd.

Darkheart…” the voice echoed, more distantly now. Alric spared a look over his shoulder. Hadren hadn’t moved. The shade floated within a press of individuals pushing away from Brannic, the investigator scanning the table and looking wholly unnerved. A group of robed bystanders were pointing at the circle of ash around Alric’s former chair.

Three young clerks blocked his way to the exit. With an exasperated shove, he broke through them as they felt themselves tossed aside by an invisible force. Alric hurled himself bodily against the door, opening it and gasping into a grayscale Oakton. The force of the spell was still pulling at him, eating away at something he knew was vital. But he couldn’t appear out of nowhere in front of the Inkbinders Lodge, with all to see. He kept his invisibility intact as he limped towards a narrow alleyway, feeling his life drain away with every step. Get out of sight, he thought desperately, and then end the spell.

With a groan, the young man pulled himself into shelter and released Orthuun’s power. As soon as it ended, he doubled over, panting and clinging to his staff.

He did not yet see his shadow, moving independently and raising its arms in triumph beside him.

Next: Two Days [with game notes]

DCC Patron 03 – Caldrien, the Herald

I’m back with more Dungeon Crawl Classics conversions of my Calvenor setting (if you have no idea what I’m talking about, check out the links below). This project continues to be great fun.

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

The God Caldrien, the Herald

Artwork by © anaislalovi. All rights reserved

Out of the three write-ups so far, Caldrien’s clerics and wizards are probably the most divergent in abilities and magic. Clerics within the Tribunal (his holy cult) are jack-of-all-trades know-it-alls, with their scroll cases overflowing. Wizards tapping into the Herald’s vast tomes, on the other hand, either flood their minds with knowledge for dramatic effects or summon extraplanar servants to their sides. I’m really enjoying the different manifestations, and get a little misty-eyed and wistful thinking of what Alric’s story might have been if he’d pursued Caldrien as a patron instead of Orthuun. Poor guy.

Whereas I struggled to find DCC deities of knowledge and libraries for the Deity entry, I was thrilled for this Patron write-up to find Amarais, caretaker of the Eternal Library, from the recent Angels, Daemons, & Beings Between, Volume III: Macabre Minds from the excellent folks at Shinobi 27 Games. Caldrien’s spellburn table was heavily influenced by Amarais, and I directly stole Swarm of Paper as a level 1 spell directly. Even the idea of summoning a Tome Guardian came from Amarais (though the mechanics are quite different for Caldrien). Which is all to say, if you love DCC, you should absolutely own all three volumes of these books!

Enjoy!

You can also view the full PDF of Caldrien here.

Please let me know what you think below or via email at jaycms@yahoo.com!

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]