Choosing a Light Heroic System, Part 1: Daggerheart

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

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

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

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

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

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

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

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

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

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

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

Daggerheart

art by Matt Wilma

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

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

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

You know what? Daggerheart is kinda great!

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

Why Daggerheart Works For Me

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

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

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

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

Not so fast, my friend.

My Daggerheart Concerns

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

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

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

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

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

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

One Game to Launch My Journey

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

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

ToC27: Darkness Spreading

[game-notes version here]

Artwork by © anaislalovi. All rights reserved

XXVII.

Duskmarch 28, Ashday, Year 731

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

“Vessa…”

“Shh. Don’t overthink.”

The next kiss she gave him was not so hesitant.

Next: Haunted [with game notes]

ToC27: Darkness Spreading [with game notes]

[prose-only version here]

Artwork by © anaislalovi. All rights reserved

Random encounter time! The party is facing a group of Orthuun-corrupted wolves that have peeled off from their war with untainted wolves to stalk the party. First and most important question: How many are there? Since the event that triggered this encounter described “sentries” as discovering the party, I’m going to halve the suggested appearance from the Tales of Argosa rulebook, from 4d4 to 2d4. I roll 5 total, which still outnumbers the PCs. There’s no need to roll a Reaction for them, as they’re definitely hostile.

Do the wolves have surprise? I’m going to say no, since the PCs were wary and already making their way on guard away from the battle below them. But I will say that in Round 1 the party automatically fails the Initiative roll. This way the wolves still get the “jump” on the PCs without a free round and advantage on their attacks.

Round 1, and each wolf will move and bite. Here are the random rolls for who they target: Wow, three on Alric, two on Vessa. I suppose Maelen was in the middle of the trio and the wolves attacked from either side. This could be bad, as Vessa and Alric are only on 6 and 11 hit points, respectively.

Of Wolves 1-3, they roll 4, 7, and 13, so amazingly only one hits Alric, even with their +1 bonus when outnumbering an opponent. It does 3 damage and brings him to 8 hp. Continuing the lucky rolls, both Wolves 5-6 miss Vessa’s 13 AC, so she is still up to start the battle. That could have gone a LOT worse, and I half expected Maelen to be fighting five wolves solo.

Vessa is less deadly with her shortsword than bow, but I have a hard time justifying her moving away from her friends to shoot from distance. She’ll drop her bow, draw her shortsword, and attack Wolf 4. She rolls 10 total, missing its 14 AC.

Alric will two-hand-swing his staff in panic. He rolls a 17, continuing to impress as a melee combatant. He then does max damage, 7, to kill Wolf 1 in one mighty blow. Go magic user go!

It’s Maelen’s time to shine. She rightly sees Vessa as the most vulnerable and will attack Wolf 4. Nat-19! Yeah. It’s dead. She’ll use Opportunist to backswing at Wolf 5. She rolls a 6, though, and misses.

Three wolves versus 3 PCs. I’m no longer worried. Maelen crushes her Initiative roll, but I’ll have Alric go first to set the stage. He swings again, and rolls… I kid you not… nat-20! I roll 6 hit points for Wolf 2, so the 8 damage kills it. Who needs spells!?!

Maelen will swing on Wolf 6 and hits. Her 10 damage is near max and kills it as well. She’s too far from Wolf 3 to swing on it but will move to within Melee for next turn.

…unless there won’t be a next turn. Vessa drops her shortsword, picks up her bow, and looses an arrow all in one bad-ass motion. Her 14 hits, doing 8 damage against 4 hit points. Combat over, lickity-split.

Because this combat wasn’t “significant” (per the rulebook) and the party must now flee, I won’t give them a Short Rest. What I willdo is roll Dex(Stealth) for all three PCs to get away. Because the other wolves are distracted, I’ll only count Terrible Failures as something to trigger a Chase. Vessa rolls a nat-2, Great Success. Maelen succeeds with a 12. Alric also rolls a 12, which is a failure but not a Terrible Failure. They’re away! I’m still waiting for the game’s first official Chase.

XXVII.

Duskmarch 28, Ashday, Year 731

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

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

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

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

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

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

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

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

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

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

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

That evening, the party reaches civilization for the first time, back to Leandra’s Rest. But the overall environment has changed since Saelith’s release, so we must ask some Fate questions!

First, is the town still standing? In other words, can the party reasonably find safety and rest there? Since not much time has passed and they’re days from the Starless Rift, I’ll say the odds are Very Likely. At Chaos Factor 7, that’s a 90% chance of yes and I roll 54. Next question: Is the town changed in some way? I’ll give this a 50/50 chance, which is 65% given the upped Chaos Factor. I roll 69, so the answer is no! Okay, great. So, Leandra’s Rest, true to its name, will be a true oasis for the party.

Do they meet Wink the seer? I don’t really have anything planned in this regard, so I’ll also leave this up to a 65% chance. I roll 28, so yes. Final question: Do they meet anyone else unexpected in the town? I’ll say this is a true 50/50 chance and roll: 33. I’ll pull my ongoing Character List and revise it for who could reasonably be there: 1) someone from the Latchkey Circle, 2) someone from the Inkbinders Lodge, 3) the shade of Hadren Kelthorn, 4) someone from the Lanternless, 5) Sergeant Brodan Flinthewer from Vastren Hollow, 6) an unexpected survivor from the Larkhands. I have my 1d6 ready and roll: 3! Fun, fun, fun.

That day, they eat their last daily rations, so it’s good that Leandra’s Rest is untouched by the darkness spreading across the land. Even though there was a Travel Event that day and they’ve made it to a town, the rolls above compel me to Consult the Bones on the party’s nighttime. Sure enough, the Judgment die says Yes to another Travel Event, overruling the No/Nil of the Twins. And the Fortune die shows a big fat Skull. I roll a 1 on the Travel Event table, which says Freak weather change. Not what I expected but certainly fits with the overall “something bad is happening out there” vibe. I won’t even roll on the weather table for this one, as I have an idea.

Alright, armed with my many random rolls, I’m ready to fit these pieces together into the narrative.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

“Vessa…”

“Shh. Don’t overthink.”

The next kiss she gave him was not so hesitant.

Next: Haunted [with game notes]

DCC Patron 02 – Orthuun, the Blind Sovereign

1. Quenvara, the Rootmother – DeityPatron

2. Orthuun, the Blind Sovereign – Deity

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 above). I’ve got remarkably little preamble today, so let’s just jump right in!

The Demon-God Orthuun, the Blind Sovereign

Artwork by © anaislalovi. All rights reserved

Thanks to my protagonist Alric Mistsong, this expression of the demon-god of darkness and oblivion made for a relatively easy write-up. In fact, I’m inspired enough that I’ll adapt Alric’s future DDM mishaps—and possibly even spells—to be consistent with some of the tables here. Fun fun!

Comparing a cleric’s experience of Orthuun to a wizard’s is always interesting when creating these parallel entries. As a patron, Orthuun is vastly more destructive, generally in a wider area and affecting more people. Clerics, meanwhile, are slightly more sinister and able to dominate opponents one-on-one. That’s not a distinction I intended when embarking on the write-ups, but I think it’s cool.

Enjoy!

You can also view the full PDF of Orthuun here.

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

ToC26: The Rootmother’s Embrace

[game-notes version here]

Artwork by © anaislalovi. All rights reserved

XXVI.

Duskmarch 27, Moonday, Year 731

Everything in Alric’s body ached. Indeed, pain had become such a constant experience these past two days that he hardly knew where to focus on it. He was footsore. His weaker leg complained with every step, worse than at any point in his life. His hips felt pulled out of their sockets. His entire torso itched and burned with half-healed bite marks. He had strained an arm muscle in the climb out of the Starless Rift, and any time he tried to lift something it screamed. Somehow, he’d twisted his neck wrong, so that looking to his right triggered a lightning bolt of agony. Even his jaw ached. The mage couldn’t remember what the embrace of a soft bed was like, how it felt to lose himself in his thoughts without his body demanding attention.

And yet, the mental anguish he experienced was worse. They had failed to keep Saelith the Vanished contained, and now he was free upon the world after centuries of imprisonment. Yesterday, they’d seen a hill giant on the plains, evidence that Orthuun’s army was beginning to assemble. Twice today they’d passed small animals, dead and with either their eyes or faces gone. How long did they have until Oakton and its surrounding settlements were under siege? A year? A month? Could humanity survive the Blind Sovereign’s forces, or were the secrets to defeating the demon lost to time? Did the knowledge of who created Thornmere Hold and the Starless Rift exist in the Inkbinders Lodge somewhere? Were there other caches of ancient artifacts nearby that would prove the key to repelling Orthuun? The implications of this journey swirled in his mind.

Colliding with those dark thoughts were more personal ones. How was he alive with no heartbeat? Or was he even alive? Saelith had called him “darkling” …was it only a matter of time before he succumbed to some sort of corruption? Would he turn on his companions eventually? Would he suffer the same fate as Hadren Kelthorn, devoured by some shadowy beast with nothing left behind? Should he abandon his magic before he was a thrall of the demon, or was it too late? Could he even get rid of the Tome of Unlit Paths? Did he want to?

“You’re doing it again,” Vessa’s voice broke in.

Alric blinked and looked at her. She was grinning. Gods but she was lovely, even after the perils they’d shared. Vessa limped as badly as him and kept touching her side tenderly. She said she’d thought she cracked a rib or two, and her shoulder where the rock had struck her was mottled in gruesome bruises. And yet still: She was lovely. Her lopsided grin was as much a light in the darkness for him as the sun finally appearing overhead.

He returned the grin. “Sorry,” he said, blushing. “I suppose I am.”

“A pip for your thoughts?” she asked, cocking her head.

“No, no,” he chuckled sourly, and waved his hand as if repelling a bad smell. “Nobody needs to share the misery of my mind. I apologize. You were saying?”

She paused a beat, as if wondering whether to probe. Instead, she pointed at the low, forested hills ahead of them. “I was saying that Mae thinks we can make it to Vastren Hollow by nightfall if we fancy a bed, but I’m not sure I want to return there. What do you think?”

Alric pursed his lips. “A bed does sound nice, and perhaps there is food remaining there that hasn’t spoiled. But…” a flash of bodies torn apart across the village’s streets filled his vision, and corrupted skratts leaping upon him in the night. He frowned. “I can see avoiding it too.”

“You’re no help,” she laughed. “I just…” she shivered. “You don’t know what I saw there that night. The nursery…” He thought he saw a tear form and she suddenly turned away, rubbing at her face.

“Vessa,” he said gently, then repeated her name. She looked up, eyes wet, face defiant, and sniffed. “On second thought, if an army was going to muster somewhere nearby, they’d pick Vastren Hollow. Indeed, perhaps Orthuun sent the skratt horde there specifically to clear it out, to supply his forces. We’d be safer in the woods, I think. Undetected.”

It was a fanciful theory, and one he didn’t believe. Vessa may have thought so too, but her momentary hard mask dissolved. A warm smile transformed her face, and another tear formed. She let it fall onto her cheek. “Thank you, Alric. I’ll tell her.”

Vessa squeezed his shoulder briefly before padding ahead to catch Maelen, who remained irritable and standoffish since the Starless Rift. The squeeze hurt one of his wounds, but Alric didn’t care. It was a sign of connection and fondness that he held onto, and for a brief time his dark thoughts receded.

By the time he’d come back to the present, they’d entered the tree-packed hills of the Greenwood Rise. It felt strangely unfamiliar. Alric couldn’t have put his finger as to why, but the more accomplished forester Vessa did.

“The insects and birds,” she said, her voice suddenly low. “They’re quiet.”

Yes, that was it exactly. The forest had previously brimmed with ravens, jays, and chittering insects, even in winter. Yet now there was only the rustling of their footsteps on fallen leaves and… nothing. It was almost like being back in the caverns below ground. Alric shivered and scanned the canopy above. There he spied a bird sitting atop a low branch overhead, quietly watching them. Several steps later he saw another, perched and otherwise still. As they passed beneath the second bird, it took flight in a frantic flapping of wings and rustling of leaves, yet at no point did it call out.

Maelen seemed to recognize the same oddity and fell back to join them. Her wary eyes scanned, her hand not far from the wrapped handle of her mace.

“Predator, you think?” she asked Vessa in a low whisper, eager.

“No,” she said simply. “Feels different, doesn’t it?”

“Not to me,” the warrior growled, and now she did pull her weapon into her fists. As Maelen stalked forward, ready for battle, Vessa shot a worried look at him. He pursed his lips and shrugged.

All that afternoon, the trio moved through the woods, vigilant but sensing no obvious danger other than the preternatural quiet. Their ears led them to a stream, made more vibrant by the recent rains. They paused there to clean themselves and refill waterskins, while Vessa stalked upstream with her bow. When she returned later, she carried three fish tied together with a spare bowstring and a beaming expression. Despite her constant yearning for the city and complaint about the wilds, Alric thought that Vessa was happiest when she’d hunted a meal that could feed her companions. Happier, even, than finding gold to spend on drink and lotus leaf. There was insight there, one perhaps he’d share with her in a quiet moment.

That night, Maelen directed them to make camp at the base of an immense redwood tree. The cooked fish was delicious, and the meal proved to be a welcome counterbalance to the strange, tense silence of the surrounding forest.

After they’d eaten and cleaned up, a howl carried to them through the trees, low and impossibly long, fading into something that sounded like breath being drawn in. After that… the profound silence seemed almost suffocating. They looked at each other nervously, and Maelen suggested they douse the fire and set watch. Alric wasn’t sure he could sleep after that call, but performed his evening tasks dutifully and lay down on his bedroll with staff close at hand. Surprisingly, he was asleep almost as soon as his eyes closed.

Alric rarely dreamed, and when he did of late his sleep was plagued by nightmare scenes of either creatures with flashing claws and teeth leaping from the shadows upon him or, almost more horribly, of sitting in his chair in the Inkbinders Lodge while darkness gathered, gathered, and, eventually, consumed everything around him until all was utterly black. These nightmares had him gasping awake, clutching at his chest, eyes straining to ensure he was not blind. In misery, all his worries would come flooding into him then, with the list growing longer each day.

Tonight, however, his dream began with him resting his back against the wide, ancient trunk of a tree, one leg resting idly across an enormous root. It was summertime, or at least the temperature was warm and pleasant. He wore his old scribe’s clothes—not the robe or cloak he’d taken on this journey—a detail he didn’t notice immediately but would remember after waking. Golden sunlight dappled the scene, filtered through the leaves above. Birds twittered and chirped, unseen, from somewhere beyond. The soil beneath him was as comfortable as a feather mattress. A light breeze stirred the leaves and sent the branches above swaying. Alric smiled and sighed with contentment. In that moment, he wanted for nothing in the world.

At the edge of the glade in which Alric lounged, the bushes rustled. A majestic stag stepped forth, its shoulders seemingly as tall as the mage would have been standing, its rack of antlers preposterously large. Looking back on the dream, Alric was surprised he didn’t regard the enormous beast as a threat. Instead, he felt simple awe at such a powerful presence, and humility as it regarded him with its round, brown eyes. It was then Alric noticed that those immense antlers had sprigs of leaves growing from parts of them, and small flowers.

The stag bowed its head, almost imperceptibly, and moved through the glade. As the sunlight played across its flank and back, he thought that perhaps the beast’s hide wasn’t covered in fur but a finely grained bark, almost as if the creature were a wooden construct. When it lifted its cloven hooves, the animal left delicate flowers behind in the low, green grass of the glade. Alric marveled at the little spots of bloom… had they been there before? Why hadn’t the weight of the creature crushed them? Had they grown from its passing? In the moments it took him to ponder those details, the stag was gone.

Alric exhaled, feeling the wonder of the moment, and closed his eyes. The dream ended then, and left in its wake a deep, velvety embrace of sleep.

Duskmarch 28, Ashday, Year 731

He blinked awake. It was daytime, well past dawn. Wasn’t he supposed to have had the last watch of the night? Sitting up, he looked around the campsite. Vessa and Maelen were there, the thief on her side and the warrior on her back, both just beginning to stir. He yawned and stretched, his body complaining at the motion less than any morning in recent memory.

“I just had the most amazing dream,” Vessa purred, stretching an arm skyward.

Later that morning, Vessa was still marveling at their fortune.

“It was the Rootmother, it had to be!” she said excitedly. “All of us having the exact same dream? The tree? The stag? Waking up refreshed, like we’d slept in an inn? It’s the Rootmother, I’d swear my life on it!”

Alric couldn’t argue the point, and even Maelen and her foul temper seemed to accept that they had all received some sort of blessing from Oakton’s most revered goddess.

“Keep your voice down, lass,” the warrior admonished. “It may have been her in our dreams, but something’s still spooked the forest’s wildlife. Remember the howl from last night.”

“What does it mean, though?” Vessa asked urgently, her voice dropping to a loud whisper. “Alric? Do you think she’s trying to tell us something? To guide us in some way?”

They moved through the Greenwood Rise at a good pace, all of them buoyed by the restful night. Already, the companions had crested the hills and were making their way down the eastern foothills, the trees becoming thinner and further apart. It allowed them to see the wider expanse of land ahead of them, a wrinkled landscape of green hills all the way to the coast, with cloudless blue skies overhead. The journey was a stark contrast to their way west from Leandra’s Rest more than a week before, when this part of their trek had been shrouded in fog. Truly, the Redwood Marches were a wonder of beauty on a clear day.

The only pall was the still-silent woods. They’d seen plenty of birds that morning, and more than a few brown squirrels. But unnatural quiet still hung over the forest, making every step and conversation feel impossibly loud and dangerous.

Alric considered Vessa’s question. “It’s possible that the Rootmother is sending us a message, though I admit it’s a difficult message to interpret. Or perhaps everyone in the area had the same dream, not just us, and it’s the goddess telling us all that we’re safe in her embrace.”

Vessa smirked. “Why Alric… you’re starting to sound like a priest. Going to join the Rootbound when we get back?”

He blinked, thrown off by the comment. Before he could answer, though, Maelen shushed them both.

“Quiet!” she growled. “Listen.”

Alric did. Animals were growling and yipping somewhere beyond a wooded ridge, off to their right. Wolves, perhaps? Or wild dogs of some kind? The sudden animal noise was startling. Alric’s throat went dry.

“Vess, go see,” Maelen whispered. “I’ll bring the lad.”

Without a word, Vessa padded off towards the noise, crouched low and with bow in hand. In moments she’d disappeared over the ridge.

As Alric followed Maelen, staff gripped tight, the sounds grew steadily louder. What he had thought perhaps was a pack of dogs playing now sounded distinctly more aggressive. A sharp whine of pain punctuated a series of frantic, snarling growls.

They found Vessa on one knee at the base of a slender tree, bow drawn and arrow nocked, looking down the slope to a gentle hollow between two low hills. Maelen crouched low near another tree two strides away, and Alric tried his best to mimic her movements.

The scene below made him gasp.

Two packs of wolves clashed there, each with at least two dozen members. One of the groups was primarily brown and white, the other black and gray. The sheer number of creatures was startling… Alric didn’t know his forest lore well, but he didn’t think packs usually grew that large. They snarled and darted and leapt at one another, a mass of bristled fur and gnashing teeth. The conflict was brutal and loud, and already a handful of the animals were lying dead or dying amidst the grass.

As he watched, fascinated, it seemed to Alric that the black wolves were winning this territorial war. Two-thirds of the fallen wolves were from the brown pack, and they seemed the ones yipping and whining, being chased far more often than chasing.

Like a bolt of lightning, realization hit him: Only the brown wolves were making noise. He scrambled to Maelen’s side, squinting. The nearest wolves were perhaps forty paces away and he did his best amidst the chaos to focus on the closest black wolf, who had just made a lunge at an opponent and narrowly missed. It turned its head to the side, giving Alric a perfect profile as it scanned the battlefield for the next attack.

Its eyes were pitch black, like hollows in its dark-furred face.

He tugged at Maelen’s arm. “We have to go,” he hissed.

Perhaps she had the same thought, or perhaps something on his face convinced her. She paused only a breath before nodding once and signaling Vessa. The three of them edged away from the low hilltop and back the way they came.

They neither saw nor heard the wolves that had been stalking them until the attack.

Next: Darkness Spreading [with game notes]

ToC26: The Rootmother’s Embrace [with game notes]

[prose-only version here]

Artwork by © anaislalovi. All rights reserved

Last week, the party avoided confrontation with a hill giant and now realize that the world is different since Saelith’s release. We’re back to Hexploration mode, entering the Night Shift of their second day back to Oakton. The group makes camp but doesn’t deduct rations thanks to Vessa’s foraging. I Consult the Bones and get Yes/Nil on Twins but No on Judgment, with a Sun on the Fortune die. Nothing happens, and it’s a pleasant evening of rest.

Now the party heads east, and if all goes well by the night they’ll camp within the Greenwood Rise’s forest. Everyone heals 1 hit point, putting Alric at 9, Maelen at 12, and Vessa at 4. I roll on weather and the day remains rain-free. Next, we do Maelen’s Guide roll, which she crushes with a 2. How about Vessa’s Forager roll? A 15 is a success, so no need again to deduct rations. I roll “fish” on the random hunting table, so apparently, they found a stream.

Given the good omen last night and Great Success on her roll, I’ll skip the possibility of a Travel Event for the day. Instead, I’ll ask a Fate Question: Does the party find evidence of more change in the world? I’ll say the possibility is “Likely,” which as Chaos Factor 7 means 85% chance of yes. I roll 46.

That night the party camps in the forest. No need to deduct rations, so it’s just time to Consult the Bones: The Twins want to get the party back to Oakton, and roll No/No, so who cares if the Judgment die is a Yes. Another Sun shines on the Fortune die. I’ll give the party pleasant dreams (inspired by my recent work on The Rootmother as a deity) and say they’ll rise as if from a night at an inn, regaining 2 hp each. At 11, 14, and 6 hp, this is probably the first time since the climactic fight in the Starless Rift that I would be less-than-terrified at them getting into combat.

Finally, I’ll reduce the Chaos Factor to 6 as they start regaining their proverbial footing.

XXVI.

Duskmarch 27, Moonday, Year 731

Everything in Alric’s body ached. Indeed, pain had become such a constant experience these past two days that he hardly knew where to focus on it. He was footsore. His weaker leg complained with every step, worse than at any point in his life. His hips felt pulled out of their sockets. His entire torso itched and burned with half-healed bite marks. He had strained an arm muscle in the climb out of the Starless Rift, and any time he tried to lift something it screamed. Somehow, he’d twisted his neck wrong, so that looking to his right triggered a lightning bolt of agony. Even his jaw ached. The mage couldn’t remember what the embrace of a soft bed was like, how it felt to lose himself in his thoughts without his body demanding attention.

And yet, the mental anguish he experienced was worse. They had failed to keep Saelith the Vanished contained, and now he was free upon the world after centuries of imprisonment. Yesterday, they’d seen a hill giant on the plains, evidence that Orthuun’s army was beginning to assemble. Twice today they’d passed small animals, dead and with either their eyes or faces gone. How long did they have until Oakton and its surrounding settlements were under siege? A year? A month? Could humanity survive the Blind Sovereign’s forces, or were the secrets to defeating the demon lost to time? Did the knowledge of who created Thornmere Hold and the Starless Rift exist in the Inkbinders Lodge somewhere? Were there other caches of ancient artifacts nearby that would prove the key to repelling Orthuun? The implications of this journey swirled in his mind.

Colliding with those dark thoughts were more personal ones. How was he alive with no heartbeat? Or was he even alive? Saelith had called him “darkling” …was it only a matter of time before he succumbed to some sort of corruption? Would he turn on his companions eventually? Would he suffer the same fate as Hadren Kelthorn, devoured by some shadowy beast with nothing left behind? Should he abandon his magic before he was a thrall of the demon, or was it too late? Could he even get rid of the Tome of Unlit Paths? Did he want to?

“You’re doing it again,” Vessa’s voice broke in.

Alric blinked and looked at her. She was grinning. Gods but she was lovely, even after the perils they’d shared. Vessa limped as badly as him and kept touching her side tenderly. She said she’d thought she cracked a rib or two, and her shoulder where the rock had struck her was mottled in gruesome bruises. And yet still: She was lovely. Her lopsided grin was as much a light in the darkness for him as the sun finally appearing overhead.

He returned the grin. “Sorry,” he said, blushing. “I suppose I am.”

“A pip for your thoughts?” she asked, cocking her head.

“No, no,” he chuckled sourly, and waved his hand as if repelling a bad smell. “Nobody needs to share the misery of my mind. I apologize. You were saying?”

She paused a beat, as if wondering whether to probe. Instead, she pointed at the low, forested hills ahead of them. “I was saying that Mae thinks we can make it to Vastren Hollow by nightfall if we fancy a bed, but I’m not sure I want to return there. What do you think?”

Alric pursed his lips. “A bed does sound nice, and perhaps there is food remaining there that hasn’t spoiled. But…” a flash of bodies torn apart across the village’s streets filled his vision, and corrupted skratts leaping upon him in the night. He frowned. “I can see avoiding it too.”

“You’re no help,” she laughed. “I just…” she shivered. “You don’t know what I saw there that night. The nursery…” He thought he saw a tear form and she suddenly turned away, rubbing at her face.

“Vessa,” he said gently, then repeated her name. She looked up, eyes wet, face defiant, and sniffed. “On second thought, if an army was going to muster somewhere nearby, they’d pick Vastren Hollow. Indeed, perhaps Orthuun sent the skratt horde there specifically to clear it out, to supply his forces. We’d be safer in the woods, I think. Undetected.”

It was a fanciful theory, and one he didn’t believe. Vessa may have thought so too, but her momentary hard mask dissolved. A warm smile transformed her face, and another tear formed. She let it fall onto her cheek. “Thank you, Alric. I’ll tell her.”

Vessa squeezed his shoulder briefly before padding ahead to catch Maelen, who remained irritable and standoffish since the Starless Rift. The squeeze hurt one of his wounds, but Alric didn’t care. It was a sign of connection and fondness that he held onto, and for a brief time his dark thoughts receded.

By the time he’d come back to the present, they’d entered the tree-packed hills of the Greenwood Rise. It felt strangely unfamiliar. Alric couldn’t have put his finger as to why, but the more accomplished forester Vessa did.

“The insects and birds,” she said, her voice suddenly low. “They’re quiet.”

Yes, that was it exactly. The forest had previously brimmed with ravens, jays, and chittering insects, even in winter. Yet now there was only the rustling of their footsteps on fallen leaves and… nothing. It was almost like being back in the caverns below ground. Alric shivered and scanned the canopy above. There he spied a bird sitting atop a low branch overhead, quietly watching them. Several steps later he saw another, perched and otherwise still. As they passed beneath the second bird, it took flight in a frantic flapping of wings and rustling of leaves, yet at no point did it call out.

Maelen seemed to recognize the same oddity and fell back to join them. Her wary eyes scanned, her hand not far from the wrapped handle of her mace.

“Predator, you think?” she asked Vessa in a low whisper, eager.

“No,” she said simply. “Feels different, doesn’t it?”

“Not to me,” the warrior growled, and now she did pull her weapon into her fists. As Maelen stalked forward, ready for battle, Vessa shot a worried look at him. He pursed his lips and shrugged.

All that afternoon, the trio moved through the woods, vigilant but sensing no obvious danger other than the preternatural quiet. Their ears led them to a stream, made more vibrant by the recent rains. They paused there to clean themselves and refill waterskins, while Vessa stalked upstream with her bow. When she returned later, she carried three fish tied together with a spare bowstring and a beaming expression. Despite her constant yearning for the city and complaint about the wilds, Alric thought that Vessa was happiest when she’d hunted a meal that could feed her companions. Happier, even, than finding gold to spend on drink and lotus leaf. There was insight there, one perhaps he’d share with her in a quiet moment.

That night, Maelen directed them to make camp at the base of an immense redwood tree. The cooked fish was delicious, and the meal proved to be a welcome counterbalance to the strange, tense silence of the surrounding forest.

After they’d eaten and cleaned up, a howl carried to them through the trees, low and impossibly long, fading into something that sounded like breath being drawn in. After that… the profound silence seemed almost suffocating. They looked at each other nervously, and Maelen suggested they douse the fire and set watch. Alric wasn’t sure he could sleep after that call, but performed his evening tasks dutifully and lay down on his bedroll with staff close at hand. Surprisingly, he was asleep almost as soon as his eyes closed.

Alric rarely dreamed, and when he did of late his sleep was plagued by nightmare scenes of either creatures with flashing claws and teeth leaping from the shadows upon him or, almost more horribly, of sitting in his chair in the Inkbinders Lodge while darkness gathered, gathered, and, eventually, consumed everything around him until all was utterly black. These nightmares had him gasping awake, clutching at his chest, eyes straining to ensure he was not blind. In misery, all his worries would come flooding into him then, with the list growing longer each day.

Tonight, however, his dream began with him resting his back against the wide, ancient trunk of a tree, one leg resting idly across an enormous root. It was summertime, or at least the temperature was warm and pleasant. He wore his old scribe’s clothes—not the robe or cloak he’d taken on this journey—a detail he didn’t notice immediately but would remember after waking. Golden sunlight dappled the scene, filtered through the leaves above. Birds twittered and chirped, unseen, from somewhere beyond. The soil beneath him was as comfortable as a feather mattress. A light breeze stirred the leaves and sent the branches above swaying. Alric smiled and sighed with contentment. In that moment, he wanted for nothing in the world.

At the edge of the glade in which Alric lounged, the bushes rustled. A majestic stag stepped forth, its shoulders seemingly as tall as the mage would have been standing, its rack of antlers preposterously large. Looking back on the dream, Alric was surprised he didn’t regard the enormous beast as a threat. Instead, he felt simple awe at such a powerful presence, and humility as it regarded him with its round, brown eyes. It was then Alric noticed that those immense antlers had sprigs of leaves growing from parts of them, and small flowers.

The stag bowed its head, almost imperceptibly, and moved through the glade. As the sunlight played across its flank and back, he thought that perhaps the beast’s hide wasn’t covered in fur but a finely grained bark, almost as if the creature were a wooden construct. When it lifted its cloven hooves, the animal left delicate flowers behind in the low, green grass of the glade. Alric marveled at the little spots of bloom… had they been there before? Why hadn’t the weight of the creature crushed them? Had they grown from its passing? In the moments it took him to ponder those details, the stag was gone.

Alric exhaled, feeling the wonder of the moment, and closed his eyes. The dream ended then, and left in its wake a deep, velvety embrace of sleep.

Duskmarch 28, Ashday, Year 731

He blinked awake. It was daytime, well past dawn. Wasn’t he supposed to have had the last watch of the night? Sitting up, he looked around the campsite. Vessa and Maelen were there, the thief on her side and the warrior on her back, both just beginning to stir. He yawned and stretched, his body complaining at the motion less than any morning in recent memory.

“I just had the most amazing dream,” Vessa purred, stretching an arm skyward.

I try to limit dream sequences, as I think they’re sometimes overdone in fantasy fiction. That said, it was a fun way to give the little boon from the Fortune die some exposition. The story had also been gruesome and dark for quite a while, so it’s an opportunity for me to give the reader a breath.

Now, back to Hexploration! The party is making great time, and by my math will reach Leandra’s Rest by end of day. I’ve given the party their 2 hp each in healing. The weather die says “Clearer, less humid” so it’s a lovely winter day (if it’s not obvious, the weather in the Redwood Marches is temperate relative to many places in our world). Maelen makes another Guide roll, but Vessa surprisingly fails her Forager roll with a 19 – I had to check if that was a Terrible Failure, but her Perc is so high only a nat-20 will get her in trouble, thankfully. Still, the party will have to use their last rations today, just in time to restock at Leandra’s Rest.

Will there be a Travel Event before then? I Consult the Bones and the Judgment die says Yes, overruling the No/Nil of the Twins. The Fortune die, meanwhile, is an ambiguous Nil. On the Travel Event, I roll: “Discovery As luck would have it, the company discovers or otherwise happens upon any secret information about the current hex (if they have not already found it). If there is no such information, they discover a Monster Lair instead. Roll for a Random Encounter, but use Lair numbers for #Appearing (p.166). Consult the Bones to determine whether one of the Lair’s outer sentries have detected the PCs (depending on the circumstances, including mode of party travel).”

Interesting! The party’s theory is that armies are massing, right? Well, here we go. They’re about to find support for this theory. In terms of what sort of monsters the party discovers, the area between Vastren Hollow and Leandra’s Rest is a mix of forest and grassy plains. I’ll roll once and consult both Random Encounter tables to see which I like best. I roll 18, which is either Bats or Wolves. Let’s do Wolves (I also rolled “Wolves” and not “Dire Wolves,” which is good news for the party). The encounter description says there are two rival packs fighting over territory, which works for how I’m thinking of interpreting the scene.

Last question is whether Alric, who is performing the Look Out role, detects the threat before they stumble into it. He makes a Perc(Detect) check and rolls… 13, just missing his target of 12. He has no Rerolls left so is stuck with the Failure. Per the Travel Event description, do any of the wolves notice the party? I roll a 6… yep.

Later that morning, Vessa was still marveling at their fortune.

“It was the Rootmother, it had to be!” she said excitedly. “All of us having the exact same dream? The tree? The stag? Waking up refreshed, like we’d slept in an inn? It’s the Rootmother, I’d swear my life on it!”

Alric couldn’t argue the point, and even Maelen and her foul temper seemed to accept that they had all received some sort of blessing from Oakton’s most revered goddess.

“Keep your voice down, lass,” the warrior admonished. “It may have been her in our dreams, but something’s still spooked the forest’s wildlife. Remember the howl from last night.”

“What does it mean, though?” Vessa asked urgently, her voice dropping to a loud whisper. “Alric? Do you think she’s trying to tell us something? To guide us in some way?”

They moved through the Greenwood Rise at a good pace, all of them buoyed by the restful night. Already, the companions had crested the hills and were making their way down the eastern foothills, the trees becoming thinner and further apart. It allowed them to see the wider expanse of land ahead of them, a wrinkled landscape of green hills all the way to the coast, with cloudless blue skies overhead. The journey was a stark contrast to their way west from Leandra’s Rest more than a week before, when this part of their trek had been shrouded in fog. Truly, the Redwood Marches were a wonder of beauty on a clear day.

The only pall was the still-silent woods. They’d seen plenty of birds that morning, and more than a few brown squirrels. But unnatural quiet still hung over the forest, making every step and conversation feel impossibly loud and dangerous.

Alric considered Vessa’s question. “It’s possible that the Rootmother is sending us a message, though I admit it’s a difficult message to interpret. Or perhaps everyone in the area had the same dream, not just us, and it’s the goddess telling us all that we’re safe in her embrace.”

Vessa smirked. “Why Alric… you’re starting to sound like a priest. Going to join the Rootbound when we get back?”

He blinked, thrown off by the comment. Before he could answer, though, Maelen shushed them both.

“Quiet!” she growled. “Listen.”

Alric did. Animals were growling and yipping somewhere beyond a wooded ridge, off to their right. Wolves, perhaps? Or wild dogs of some kind? The sudden animal noise was startling. Alric’s throat went dry.

“Vess, go see,” Maelen whispered. “I’ll bring the lad.”

Without a word, Vessa padded off towards the noise, crouched low and with bow in hand. In moments she’d disappeared over the ridge.

As Alric followed Maelen, staff gripped tight, the sounds grew steadily louder. What he had thought perhaps was a pack of dogs playing now sounded distinctly more aggressive. A sharp whine of pain punctuated a series of frantic, snarling growls.

They found Vessa on one knee at the base of a slender tree, bow drawn and arrow nocked, looking down the slope to a gentle hollow between two low hills. Maelen crouched low near another tree two strides away, and Alric tried his best to mimic her movements.

The scene below made him gasp.

Two packs of wolves clashed there, each with at least two dozen members. One of the groups was primarily brown and white, the other black and gray. The sheer number of creatures was startling… Alric didn’t know his forest lore well, but he didn’t think packs usually grew that large. They snarled and darted and leapt at one another, a mass of bristled fur and gnashing teeth. The conflict was brutal and loud, and already a handful of the animals were lying dead or dying amidst the grass.

As he watched, fascinated, it seemed to Alric that the black wolves were winning this territorial war. Two-thirds of the fallen wolves were from the brown pack, and they seemed the ones yipping and whining, being chased far more often than chasing.

Like a bolt of lightning, realization hit him: Only the brown wolves were making noise. He scrambled to Maelen’s side, squinting. The nearest wolves were perhaps forty paces away and he did his best amidst the chaos to focus on the closest black wolf, who had just made a lunge at an opponent and narrowly missed. It turned its head to the side, giving Alric a perfect profile as it scanned the battlefield for the next attack.

Its eyes were pitch black, like hollows in its dark-furred face.

He tugged at Maelen’s arm. “We have to go,” he hissed.

Perhaps she had the same thought, or perhaps something on his face convinced her. She paused only a breath before nodding once and signaling Vessa. The three of them edged away from the low hilltop and back the way they came.

They neither saw nor heard the wolves that had been stalking them until the attack.

Next: Darkness Spreading [with game notes]

DCC Deity 02 – Orthuun, the Blind Sovereign

1. Quenvara, the Rootmother – DeityPatron

And we’re back! If you don’t know why I’m posting on a Wednesday or providing nerdy Dungeon Crawl Classics content, check out either of the two links above. As I mentioned last time, the mighty Steve Grodzicki requested my next DCC treatment be Orthuun, the Blind Sovereign. When the awesome creator of Tales of Argosa speaks… let me tell you: the gods listen!

Demon-Gods Versus City-Gods

As I’ve mentioned previously, in the background of my Tales of Calvenor story is the cosmic struggle between what humanity call “demons,” roaming the wilds, and “gods,” who protect their cities. Both are immensely powerful immortal beings, and so I call them “demon-gods” and “city-gods” in my own worldbuilding documents. Think of them as titans versus Olympians in Greek mythology, which is the best analogy I can come up with from real-world lore.

The city-gods are pro-human, here to advance civilization and guardians of the cities that humans create. In DCC terms, they are the gods of Law. Each city has its own pantheon, and for the foreseeable future all the city-gods I’ll be outlining on Wednesdays are associated with my protagonists’ home of Oakton. Each pantheon of city-gods should, as a whole, represent different aspects of society that make humans’ cities vibrant and thriving. Quenvara the Rootmother, Oakton’s primary deity, is paradoxically a goddess of nature, because in Calvenor, cities can’t survive without a harmony with the natural world. We’ll meet other deities of things like music, sea trade, binding oaths, pleasure, medicine, and communication, because these things, too, are a part of human civilization.

Demon-gods, meanwhile, are here to tear down humans’ civilization. In DCC terms, they are the gods of Chaos. Demon-gods aren’t bounded by location, except that they thrive outside of civilization and roam the wilds between cities. As a worldbuilding note, I try and base each demon-god on a real, primary human fear. Orthuun the Blind Sovereign, for example, is a representation of humanity’s fear of the dark. There are also demon-gods of things like disease, fire, madness, and betrayal, because these are the things that tear human civilizations apart.

As long as I’m writing stories in Calvenor, there will be demon-gods raging against the walls of cities protected by city-gods. These immortal forces never manifest directly, but their minions, clerics, and manifestations essentially define the world in which my characters struggle to survive.

The Demon-God Orthuun, the Blind Sovereign

Artwork by © anaislalovi. All rights reserved

Writing Hadren Kelthorn helped me get in the mindset of what Orthuun would be like as a deity, and also who might follow a nihilistic demon-god of darkness and oblivion. Basically, Orthuun’s most devout followers are nihilists themselves, either because they’ve been beaten down by life or madness. They’re the “screw it, let’s just obliterate this world and start over” crowd. That said, Orthuun rewards his clerics with pretty sweet abilities!

I’m pleased with how the write-up came together, but I’m particularly happy with Orthuun’s holy quests. Set side-by-side with Quenvara’s, it’s easy to picture two characters being on opposite sides of the same mission, sent to destroy one another, or one hunting the other. As with so much of DCC, the story potential from these tables is dizzying.

Enjoy!

You can also view the full PDF of Orthuun here.

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

ToC25: To The Light

[game-notes version here]

Artwork by © anaislalovi. All rights reserved

XXV.

Duskmarch 25, Hearthday, Year 731, the day of Sweet Requital in Oakton.

Maelen seethed. She would not survive floating eyes of death in the forest, face-eating skratt legions, insane cultists, and skinless nightmares only to be crushed in an earthquake. She would not die with coin-heavy packs that she never spent. Most of all, though, she would absolutely not watch more companions perish. Screw this Starless Rift! She wished she could punch Orthuun the Blind Sovereign square in the jaw.

With red mist clouding her vision, she roared forward, grabbing Alric by his oiled cloak and hauling him alongside her. Maelen’s boots hammered on the cavern floor, a rumble like thunder all around them. Debris skittered and danced, and rocks cascaded from above—at first smaller than a fingernail but soon as large as a fist. A stone glanced off her back and she shouted, “Go! Go!” to Vessa, three steps ahead of her, over the groaning earth.

The black mace’s handle slapped her thigh as she ran, its incessant hum in her ears. Maelen held her torch high, the speed of their flight and shaking ground making the light dance madly. She tripped briefly, her shoulder crunching into the jagged stone wall before rebounding. Yet she could feel none of her injuries as her panic-fueled rage grew.

By the time she’d reached the stone dais below the cavern entrance, Vessa was already climbing the rope hand over hand, her bow slung across her shoulders and heavy pack dangling from her back. She moved like a deer up a hillside, steps light and graceful despite the weight of her gear.

As she watched in horror, a rock from above bounced off the stone wall and struck Vessa hard, and for a moment Maelen thought she would let go and plummet to the floor. She hung limply by one arm, twisting above. Then the lass shook her head, grabbed the rope with her other hand, and repositioned her feet along the wall. Vessa continued upwards.

“Go!” Maelen said to the mage, tossing him bodily atop the dais. “Grab the rope and climb!”

“My staff…” Alric started, as Maelen vaulted to join him. The rumbling floor made even standing upright difficult now. She frowned when she saw the red and purple scraps of wet tissue littered across the dais, remnants of the first of those skinless creatures.

“I’ve got it!” she yelled. “Go!”

“Will the rope hold–?” he began, then saw the look on her face and paled. He turned, gripped the rope, and…

Climbed! Maelen always assumed the young man was weak because of his profession and lamed leg. Yet, she realized suddenly, she’d seen him again and again bash monstrosities with his staff and do real damage. And, she supposed, he compensated for his withered leg by bearing weight with his arms on that same stick every day. She’d never really considered that he might have some physical strength in that lanky torso of his. Without a second glance, the lad was pulling himself upwards, not as gracefully as Vessa but with steady, even movement. Maelen blinked, surprised.

Then something in the darkness crashed, like a boulder being pulverized, and she lurched into action. Maelen dropped the torch to the floor without looking back, picked up Alric’s staff and, in one clean motion, jammed it behind her, wedged between her travel pack and chain shirt. That done, she gripped the rope with thick, calloused hands, and pulled.

Alric’s question hadn’t been wrong. They’d descended one at a time, with lighter packs. Would the rope hold three of them, plus the treasure of the vault? She guessed they’d find out. With a vicious groan, she pulled, muscles bunching. Her boots found the cavern wall. She climbed.

The noise was deafening now, a combination of constant thunder and crashing stone. Twice, rocks as large as her head fell from above, one narrowly missing her arm and another glancing off her pack. Had either struck her, she would have fallen, head over feet, into the darkness. She assumed that Vessa had made it to the surface by the time she’d made half the climb, and soon after the light from above began reaching the glistening, water-stained rock all around her. Maelen was close. She yelled again, shoulders burning and hands aching, for what felt like days. Voices above her urged her on, though she couldn’t make out words over the cacophony of the Starless Rift.

Eventually, hands gripped her shoulders, pulling her upwards. Rain spattered across her face. And, just like that, she lay on her back, her panting breath making puffs in the cold winter air. Maelen wasn’t sure how long she lay there, every pain now flooding back, before Vessa called out.

“Look!” she croaked, the lass’ voice raw.

Like a turtle on its back, Maelen rolled awkwardly. She shrugged her shoulders in the steady rain to release the heavy pack and Alric’s staff so she could sit. Maelen glanced at Vessa, who sat three strides away on her knees, mouth open. The lad lay on his side between them, staring in the same direction. Maelen turned to follow their gazes.

The Starless Rift was sealing itself. The two sections of muddy plains now only lay a short leap apart. Even as she watched, still and stunned, the earth rumbled and groaned, each side reaching for the other. Over the next stretch of time—she couldn’t have said how long—the two sides met, the crack sealed. The rumbling thunder echoed across the plain, low and distant, and then fell silent. Only churned soil, the shape of a long crescent, remained.

In that moment, she thought of her mouse Tatter. The little friend had been with her for over two years and survived the worse this world could throw at them. When she’d scampered away in fear from the monstrosities in the shadows below, Maelen assumed they would find each other again. But now, with the Starless Rift closed, any hope of reunion died. The mouse was probably dead, in the darkness and offal stink of those caverns, and if not dead then trapped. A sob threatened to escape her mouth, but blind rage pushed it back. She struck the mud beside her with a fist and growled.

“What is it?” Vessa asked her.

“Get your asses up!” Maelen barked, pushing herself to her feet unsteadily. “We’re leaving this bloody place.”

“Mae?” her friend asked, but the warrior turned her back on her companions and stalked off in the rain, fuming.

She spoke little the rest of the day. It was impossible to know when in the day they’d emerged from the Starless Rift thanks to the steady storm, so she vowed to just keep walking north until it grew dark. Despite their injuries and exhaustion, she pushed them through the mud and rain, with far fewer and shorter breaks than her companions likely deserved. They didn’t push back on her militant march, though; Vessa and Alric were as eager to put distance from the Rift as Maelen.

As the journey lengthened, it became clearer that they’d emerged sometime in the morning. Was it the next day? Surely, they hadn’t spent more than that underground. Regardless, Maelen thought it made the accounting easier for when they’d reach waypoints and landmarks back to Oakton, assuming they made roughly the pace.

The longer they trudged across plains broken by low hills and dark, craggy rocks. As the miles dragged on, Maelen wondered at her own fury. Yes, she’d always been prone to getting into scraps, even as a young girl. But now the simple need for violence threatened to overwhelm her. Any increase in the rainfall, any unexpected slog of mud, any stumble by the mage—they all filled her with rage. Each slight complication, she held herself back from cursing angrily and often failed. Her fists bunched without her realizing it, tightly and painfully until her knuckles ached. Once, when Vessa whispered to her that she thought they should take a rest for Alric’s sake, Maelen barely avoided punching her friend in the jaw.

Was it the mace, she pondered? Surely the thing hummed to her in a tone only she could hear, and it seemed eager for combat. Did the weapon contain some sort of enchantment that manipulated her emotions? The very idea also made her want to strike something and smash it to pulp. But no, she thought the mace’s personality, if one could call it that, was much more jovial than destructive. Now that she considered it, the black weapon was like a mercenary companion of hers from years ago, even before the Larkhands, named Torin Bonebreaker. The man was crude, filthy, and built like a mountain, but always in uncannily good spirits. He looked forward to battle but wasn’t bloodthirsty for it. So too did it seem the mace was a humming, cheerful companion, happy to fight but otherwise just enjoying the traveling life in the beltloop at her hip. “If only it might rain more!” Torin would say if he were with them, “I don’t think the crack of my ass is wet enough yet!”

If not the mace, then why? It was the Starless Rift itself, and those skinless terrors, she realized. The utter wrongness of those creatures, combined with the oppressive darkness and bleak stone all around them, had triggered some animal instinct in her that she now found difficult to shut off. Like a cornered wolf, Maelen was snapping her slathering jaws at anyone who came near, even those meant to comfort her. She hated the uncontrolled feelings of it, but even as she spent the day grimly meditating on her emotions, could do nothing to erase it. Indeed, she almost wished the party would find more minions of Orthuun that she could destroy, that it would somehow purge her lust for violence.

They made camp in the rain, with little conversation amongst the three of them. Perhaps the only words spoken were when Vessa took inventory of their supplies and noted that they only had one more day of dry rations available, and only three torches that were both unused and had survived the constant wet. There was nothing to do about the torches, but Maelen told Vessa to keep an eye out for game on their journey, especially as they entered the forests of the Greenwood Rise. She must not have made the request respectfully, given that Vessa’s response was to spit and turn her back on her. Still, she felt confident that the lass would do some hunting, so mission accomplished.

Duskmarch 26, Stillday, Year 731

Shortly after setting out on the next day, the rain finally broke. By late morning the clouds had parted, showing cracks of blue sky and shedding the entire landscape in glistening, sparkling relief. The contrast from the previous day and horrors of the Starless Rift were stark, though it did little to lessen Maelen’s anger. For Alric and Vessa, however, the change seemed to allow for some light banter, and the two of them laughed several times at something Maelen couldn’t hear. Midday, after Vessa had crept away briefly to kill two chickens she’d spied in the long grass, the lad and lass sat closely and chattered while cleaning the animals. Maelen thought it was only a matter of time until Vessa bedded the mage and hoped she could wait until they’d returned to Oakton. The last thing Maelen needed was babysitting two lovesick kids.

Most of the day, they tromped through grassy plains stretching between occasional sandstone outcroppings. By mid-afternoon, the sky full of puffy clouds, numerous low ridges and scrub forests that preceded the Greenwood Rise appeared on the horizon. The trio topped a rise, and Vessa squinted, stopping abruptly.

“What is it?” Alric asked, looking at her with concern.

“It’s…” she licked her lips, sounding uncertain. “A tent, I think.”

Maelen shaded her eyes with one hand. Sure enough, far across the grasslands, near a low-lying ridge, was a structure that looked like a crude tent of some kind. White smoke rose from behind the tent, as if from a campfire. The more Maelen watched it, though, the less sense it made. The structure was somehow out of scale for the distance.

Vessa voiced her thoughts. “But it’s… massive.”

They ducked down in the tall, damp grass. Maelen figured that whoever set up the enormous tent couldn’t see them when they crouched, but equally there was no real place to hide their presence once they started moving. She swore, then tried to reign in her inner rampage.

“We’ve got two choices,” she said. “Backtrack and go a long way around, or head towards it and hope it’s someone willing to talk.”

“Perhaps,” Alric offered. “We wait to see if Vessa and her keen eyes can catch a glimpse of who might be setting up such a large tent in the wilds west of Oakton. Perhaps it’s knights of the Prince.”

“No banner that I saw,” Maelen shook her head. “You, Vess?”

The lass shook her head, rubbing at her bent nose in worry. “No. We’re carrying a lot of loot.” Her eyes scanned across Alric and Maelen. “And we’re awfully injured. We’ll look like easy marks to bandits.”

“But why such a large tent?” Maelen growled, her face a thundercloud of thought. “If you’re bandits, why make a bloody fire and announce yourself to everyone around?”

“It could be Saelith…” Alric whispered, and something prickled along her spine. Maelen still wasn’t convinced that a living being had escaped the Starless Rift, a general of a demon’s armies that was centuries old. But she’d also seen enough to make her cautious.

“Dammit all,” she scowled. “Let’s see if we can swing wide, then. Vess, you lead the way.”

The thief nodded and, still crouching, pushed back the way they’d come. Alric followed directly behind, bent awkwardly and his staff sticking up well above the waving grass. Maelen took up the rear and ventured a glance back towards the tent on the horizon.

Her blood went cold. A towering figure in furs and hides appeared from behind the tent, his head almost as tall as the structure. Even from this distance, Maelen could see that he was thick and heavy, his arms reaching down to his knees beneath broad shoulders. He walked with stooped, swaying steps to the side of the tent and paused, turning his slab of a back to them to look north, presumably at the Greenwood Rise.

“Giant!” Maelen hissed. “Keep your heads low!”

“Giant?” Alric paused, and Maelen shoved him forward. “Ow! Are there giants in the Redwood Marches?”

“There’s bloody one there now, you idiot!” she spat back.

Vessa, pushed her way through the grass, crouching and holding her bow low, leading them in a snaking pattern to a hill where they’d be unseen. It was maybe the worst possible position for Alric, whose lamed leg couldn’t support the crouch without the help of his staff. He fell several times, and each time Maelen unsympathetically dragged him up and barked for him to keep going. By the time they’d circled the low hill and paused, panting, even Maelen’s thighs burned with effort. A hundred bruises, cuts, and strained muscles protested as well. She groaned, stretching the leg and shoulder that hurt the most.

“Giant?” Vessa said, rubbing at her own wounded shoulder, the one struck by the rock. “You sure, Mae?”

She grunted in affirmation.

“It’s all Orthuun,” Alric panted, shaking his head.

“Drop it, lad,” Maelen admonished. “Not everything in the great wilds has to do with the bloody demon.”

“Don’t you see?” he said, a note of desperation in his voice. “Saelith the Vanished has arisen! He was one of Orthuun’s ten generals, to lead an army of darkness that will sweep over the land and destroy everything.”

“So?” Maelen scowled.

“So, a general needs an army…” Vessa gasped. “The giant is responding to… some kind of call?”

Alric spread his hands wide, as if revealing a magic trick.

“A general needs an army,” he nodded.

Maelen spat a particularly vile curse that surprised even her with its vitriol.

Next: The Rootmother’s Embrace [with game notes]

ToC25: To The Light [with game notes]

[prose-only version here]

Artwork by © anaislalovi. All rights reserved

Okay, okay… I’m violating my own internal rules a bit. Last week, I rolled on the “Back to Base” table because Vessa failed her Luck roll to leave the dungeon of the Starless Rift without incident. Her result—damage—inspired me to set up a bit of peril in the entire party’s escape. Now I want to do a Montage to get them out safely. This decision is a double jeopardy for them, since they already had to make their Luck rolls. But dammit… it’s fun, so I’m keeping it.

As a reminder, Montages in Tales of Argosa are abstracted collections of activities towards a common goal. In this case, that goal is escaping the Starless Rift before it seals up. Each PC takes turns declaring how they’re achieving this goal, either for themselves or in support of the party. The trick is that no one can use the same activity twice. They need 6 successes and I’ll say the challenge level is Hard, so they will fail at 2 failures. Great Successes count as two successes, whereas Terrible Failures count as two failures towards the tally. In other words, one Terrible Failure and they’re stuck underground (I have no idea what happens then, but yay for emergent storytelling!).

Maelen triggered the flight out at the end of last chapter, so she’ll go first with the obvious Will(Leadership) roll to push them past their fatigue and injuries. She succeeds with a 7. Vessa will reach the hanging rope that they’d set up entering the Rift and will try a Dex(Acrobatics) to scamper up it. She succeeds with a 10. In a bit of a surprise move, Alric will try a rarely used Str roll to lug their loot-laden packs up with Vessa. He needs an 11 or less and rolls a nat-20, which is a Terrible Failure. Uh oh.

Alric will use his last Reroll of the adventure and try again: 5! That’s a Great Success! The party went from being trapped underground to a 4-0 count thanks to that Reroll. Put a bookmark here, though, because his lack of Rerolls might come back to haunt him. Maelen, not to be outdone by the scrawny mage, will do a Str(Athletics) roll to get them all up the rope and out of the chasm. She rolls a 4, which is another Great Success and the party is officially safe. I’ll say that Vessa’s 8 damage from last time occurs because of falling rocks.

XXV.

Duskmarch 25, Hearthday, Year 731, the day of Sweet Requital in Oakton.

Maelen seethed. She would not survive floating eyes of death in the forest, face-eating skratt legions, insane cultists, and skinless nightmares only to be crushed in an earthquake. She would not die with coin-heavy packs that she never spent. Most of all, though, she would absolutely not watch more companions perish. Screw this Starless Rift! She wished she could punch Orthuun the Blind Sovereign square in the jaw.

With red mist clouding her vision, she roared forward, grabbing Alric by his oiled cloak and hauling him alongside her. Maelen’s boots hammered on the cavern floor, a rumble like thunder all around them. Debris skittered and danced, and rocks cascaded from above—at first smaller than a fingernail but soon as large as a fist. A stone glanced off her back and she shouted, “Go! Go!” to Vessa, three steps ahead of her, over the groaning earth.

The black mace’s handle slapped her thigh as she ran, its incessant hum in her ears. Maelen held her torch high, the speed of their flight and shaking ground making the light dance madly. She tripped briefly, her shoulder crunching into the jagged stone wall before rebounding. Yet she could feel none of her injuries as her panic-fueled rage grew.

By the time she’d reached the stone dais below the cavern entrance, Vessa was already climbing the rope hand over hand, her bow slung across her shoulders and heavy pack dangling from her back. She moved like a deer up a hillside, steps light and graceful despite the weight of her gear.

As she watched in horror, a rock from above bounced off the stone wall and struck Vessa hard, and for a moment Maelen thought she would let go and plummet to the floor. She hung limply by one arm, twisting above. Then the lass shook her head, grabbed the rope with her other hand, and repositioned her feet along the wall. Vessa continued upwards.

“Go!” Maelen said to the mage, tossing him bodily atop the dais. “Grab the rope and climb!”

“My staff…” Alric started, as Maelen vaulted to join him. The rumbling floor made even standing upright difficult now. She frowned when she saw the red and purple scraps of wet tissue littered across the dais, remnants of the first of those skinless creatures.

“I’ve got it!” she yelled. “Go!”

“Will the rope hold–?” he began, then saw the look on her face and paled. He turned, gripped the rope, and…

Climbed! Maelen always assumed the young man was weak because of his profession and lamed leg. Yet, she realized suddenly, she’d seen him again and again bash monstrosities with his staff and do real damage. And, she supposed, he compensated for his withered leg by bearing weight with his arms on that same stick every day. She’d never really considered that he might have some physical strength in that lanky torso of his. Without a second glance, the lad was pulling himself upwards, not as gracefully as Vessa but with steady, even movement. Maelen blinked, surprised.

Then something in the darkness crashed, like a boulder being pulverized, and she lurched into action. Maelen dropped the torch to the floor without looking back, picked up Alric’s staff and, in one clean motion, jammed it behind her, wedged between her travel pack and chain shirt. That done, she gripped the rope with thick, calloused hands, and pulled.

Alric’s question hadn’t been wrong. They’d descended one at a time, with lighter packs. Would the rope hold three of them, plus the treasure of the vault? She guessed they’d find out. With a vicious groan, she pulled, muscles bunching. Her boots found the cavern wall. She climbed.

The noise was deafening now, a combination of constant thunder and crashing stone. Twice, rocks as large as her head fell from above, one narrowly missing her arm and another glancing off her pack. Had either struck her, she would have fallen, head over feet, into the darkness. She assumed that Vessa had made it to the surface by the time she’d made half the climb, and soon after the light from above began reaching the glistening, water-stained rock all around her. Maelen was close. She yelled again, shoulders burning and hands aching, for what felt like days. Voices above her urged her on, though she couldn’t make out words over the cacophony of the Starless Rift.

Eventually, hands gripped her shoulders, pulling her upwards. Rain spattered across her face. And, just like that, she lay on her back, her panting breath making puffs in the cold winter air. Maelen wasn’t sure how long she lay there, every pain now flooding back, before Vessa called out.

“Look!” she croaked, the lass’ voice raw.

Like a turtle on its back, Maelen rolled awkwardly. She shrugged her shoulders in the steady rain to release the heavy pack and Alric’s staff so she could sit. Maelen glanced at Vessa, who sat three strides away on her knees, mouth open. The lad lay on his side between them, staring in the same direction. Maelen turned to follow their gazes.

The Starless Rift was sealing itself. The two sections of muddy plains now only lay a short leap apart. Even as she watched, still and stunned, the earth rumbled and groaned, each side reaching for the other. Over the next stretch of time—she couldn’t have said how long—the two sides met, the crack sealed. The rumbling thunder echoed across the plain, low and distant, and then fell silent. Only churned soil, the shape of a long crescent, remained.

In that moment, she thought of her mouse Tatter. The little friend had been with her for over two years and survived the worse this world could throw at them. When she’d scampered away in fear from the monstrosities in the shadows below, Maelen assumed they would find each other again. But now, with the Starless Rift closed, any hope of reunion died. The mouse was probably dead, in the darkness and offal stink of those caverns, and if not dead then trapped. A sob threatened to escape her mouth, but blind rage pushed it back. She struck the mud beside her with a fist and growled.

“What is it?” Vessa asked her.

“Get your asses up!” Maelen barked, pushing herself to her feet unsteadily. “We’re leaving this bloody place.”

“Mae?” her friend asked, but the warrior turned her back on her companions and stalked off in the rain, fuming.

And with that, our party’s foray into the Starless Rift is done. They are a mess: Alric has no Abilities (including spells) left, no Rerolls, 6 Luck, and 7 hp. Maelen is out of Adaptable uses, has 1 Reroll, 8 Luck, and 10 hp. Vessa, who stayed unbothered through several combats, has 1 Trick and 1 Reroll left, but is at a measly 5 Luck and 2 hp. To make matters worse, Saelith the Vanished has escaped his centuries-long imprisonment and is now stalking the world. Yes, they have a good amount of treasure, but will they survive the journey to Oakton to spend it and recover?

To find out the answer to that question, we’re back to Hexploration. I’ve already rolled weather and got “Colder, Wetter,” so the poor party is stuck with more winter rain. Maelen will resume her role of Guide back to Oakton, and I’ll give her a +2 to her checks since she’s essentially backtracking. The difference is that Vessa won’t spend the day as a Scout with 2 hp. She’ll stick with the group and simply Look Out for danger. With the bonuses from her Wilderness Lore skill and backtracking, Maelen needs a 15 or lower on a d20 to successfully navigate. She rolls a 9.

The Bones are kind to the party on this initial flight from their defeat. The Twins of Fate say No/Nil to a Travel Event, and the Hammer of Judgment agrees with a No. The Fortune die, meanwhile, says Sun, so some sort of boon or positive sign to the day. Given how gloomy everything is right now, I’m not sure what that boon could be, so I’ll roll on the Fortune Die Examples in the rulebook: I get “Advantage on Stealth.” Ah. The rain shields them from danger for the day as they slink out of the area. Excellent.

That night, the PCs make camp. I deduct rations and realize that they only have 1 remaining each! Vessa will have to do some foraging. The book says GM discretion on whether to roll for a Night Encounter if there’s already been an event today. I’ll use the Fortune roll above to say they’re free of Orthuun or Saelith’s wandering eye and can get a full (albeit cold and wet) night’s sleep.

With the dawning of a new day, the PCs each get 1 hp back. The weather finally turns warmer and drier. Maelen crushes her Guide roll, so they’ll make extra good time back. Vessa will now Forage, and she succeeds, which means the party doesn’t need to use rations today. I’ll roll on my random hunting table: She finds some chickens. Nice.

So, a perfect day, right? I Consult the Bones: The Twins say Yes/No and Judgment says Yes to a Travel Encounter, with the Fortune die on Nil. Travel Event incoming! I roll Random Encounter. Eee! We’re in Plains & Grasslands, which is a different table than the Forests one I’ve rolled before. I get: “Palisade: A wooden palisade fifty feet on a side has been erected here, protecting a large tent within. A solitary Stone Golem stands outside the entry gate.” Whoah! I first read that as “Stone Giant” and thought it was the tent of said giant, but now see that it’s a golem guarding a tent. I am going to riff of my initial reading of it and say it’s a Hill Giant, plus add in the Orthuun/Saelith angle, with no palisade. Didn’t think we’d be here but yay for random tables!

Time to roll my Activity die for the first time in a long time: I get “Eating: Having a meal, cooking,” etc. Appropriately enough, I also roll a Reaction on the Hill Giant and get: Hungry. Let’s catch the narration up and then jump in!

She spoke little the rest of the day. It was impossible to know when in the day they’d emerged from the Starless Rift thanks to the steady storm, so she vowed to just keep walking north until it grew dark. Despite their injuries and exhaustion, she pushed them through the mud and rain, with far fewer and shorter breaks than her companions likely deserved. They didn’t push back on her militant march, though; Vessa and Alric were as eager to put distance from the Rift as Maelen.

As the journey lengthened, it became clearer that they’d emerged sometime in the morning. Was it the next day? Surely, they hadn’t spent more than that underground. Regardless, Maelen thought it made the accounting easier for when they’d reach waypoints and landmarks back to Oakton, assuming they made roughly the pace.

The longer they trudged across plains broken by low hills and dark, craggy rocks. As the miles dragged on, Maelen wondered at her own fury. Yes, she’d always been prone to getting into scraps, even as a young girl. But now the simple need for violence threatened to overwhelm her. Any increase in the rainfall, any unexpected slog of mud, any stumble by the mage—they all filled her with rage. Each slight complication, she held herself back from cursing angrily and often failed. Her fists bunched without her realizing it, tightly and painfully until her knuckles ached. Once, when Vessa whispered to her that she thought they should take a rest for Alric’s sake, Maelen barely avoided punching her friend in the jaw.

Was it the mace, she pondered? Surely the thing hummed to her in a tone only she could hear, and it seemed eager for combat. Did the weapon contain some sort of enchantment that manipulated her emotions? The very idea also made her want to strike something and smash it to pulp. But no, she thought the mace’s personality, if one could call it that, was much more jovial than destructive. Now that she considered it, the black weapon was like a mercenary companion of hers from years ago, even before the Larkhands, named Torin Bonebreaker. The man was crude, filthy, and built like a mountain, but always in uncannily good spirits. He looked forward to battle but wasn’t bloodthirsty for it. So too did it seem the mace was a humming, cheerful companion, happy to fight but otherwise just enjoying the traveling life in the beltloop at her hip. “If only it might rain more!” Torin would say if he were with them, “I don’t think the crack of my ass is wet enough yet!”

If not the mace, then why? It was the Starless Rift itself, and those skinless terrors, she realized. The utter wrongness of those creatures, combined with the oppressive darkness and bleak stone all around them, had triggered some animal instinct in her that she now found difficult to shut off. Like a cornered wolf, Maelen was snapping her slathering jaws at anyone who came near, even those meant to comfort her. She hated the uncontrolled feelings of it, but even as she spent the day grimly meditating on her emotions, could do nothing to erase it. Indeed, she almost wished the party would find more minions of Orthuun that she could destroy, that it would somehow purge her lust for violence.

They made camp in the rain, with little conversation amongst the three of them. Perhaps the only words spoken were when Vessa took inventory of their supplies and noted that they only had one more day of dry rations available, and only three torches that were both unused and had survived the constant wet. There was nothing to do about the torches, but Maelen told Vessa to keep an eye out for game on their journey, especially as they entered the forests of the Greenwood Rise. She must not have made the request respectfully, given that Vessa’s response was to spit and turn her back on her. Still, she felt confident that the lass would do some hunting, so mission accomplished.

Duskmarch 26, Stillday, Year 731

Shortly after setting out on the next day, the rain finally broke. By late morning the clouds had parted, showing cracks of blue sky and shedding the entire landscape in glistening, sparkling relief. The contrast from the previous day and horrors of the Starless Rift were stark, though it did little to lessen Maelen’s anger. For Alric and Vessa, however, the change seemed to allow for some light banter, and the two of them laughed several times at something Maelen couldn’t hear. Midday, after Vessa had crept away briefly to kill two chickens she’d spied in the long grass, the lad and lass sat closely and chattered while cleaning the animals. Maelen thought it was only a matter of time until Vessa bedded the mage and hoped she could wait until they’d returned to Oakton. The last thing Maelen needed was babysitting two lovesick kids.

Most of the day, they tromped through grassy plains stretching between occasional sandstone outcroppings. By mid-afternoon, the sky full of puffy clouds, numerous low ridges and scrub forests that preceded the Greenwood Rise appeared on the horizon. The trio topped a rise, and Vessa squinted, stopping abruptly.

“What is it?” Alric asked, looking at her with concern.

“It’s…” she licked her lips, sounding uncertain. “A tent, I think.”

Maelen shaded her eyes with one hand. Sure enough, far across the grasslands, near a low-lying ridge, was a structure that looked like a crude tent of some kind. White smoke rose from behind the tent, as if from a campfire. The more Maelen watched it, though, the less sense it made. The structure was somehow out of scale for the distance.

Vessa voiced her thoughts. “But it’s… massive.”

They ducked down in the tall, damp grass. Maelen figured that whoever set up the enormous tent couldn’t see them when they crouched, but equally there was no real place to hide their presence once they started moving. She swore, then tried to reign in her inner rampage.

“We’ve got two choices,” she said. “Backtrack and go a long way around, or head towards it and hope it’s someone willing to talk.”

“Perhaps,” Alric offered. “We wait to see if Vessa and her keen eyes can catch a glimpse of who might be setting up such a large tent in the wilds west of Oakton. Perhaps it’s knights of the Prince.”

“No banner that I saw,” Maelen shook her head. “You, Vess?”

The lass shook her head, rubbing at her bent nose in worry. “No. We’re carrying a lot of loot.” Her eyes scanned across Alric and Maelen. “And we’re awfully injured. We’ll look like easy marks to bandits.”

“But why such a large tent?” Maelen growled, her face a thundercloud of thought. “If you’re bandits, why make a bloody fire and announce yourself to everyone around?”

“It could be Saelith…” Alric whispered, and something prickled along her spine. Maelen still wasn’t convinced that a living being had escaped the Starless Rift, a general of a demon’s armies that was centuries old. But she’d also seen enough to make her cautious.

“Dammit all,” she scowled. “Let’s see if we can swing wide, then. Vess, you lead the way.”

The thief nodded and, still crouching, pushed back the way they’d come. Alric followed directly behind, bent awkwardly and his staff sticking up well above the waving grass. Maelen took up the rear and ventured a glance back towards the tent on the horizon.

This situation feels like it warrants a simple Fate question: Is the hill giant (which is what I’ve placed in the scene instead of a stone golem) in a position to spot them? I’d call the chances “Unlikely” on the Mythic GM Emulator Fate Chart, but with the Chaos Factor at 7 this still provides a 65% chance of a Yes. I roll a 20… the giant definitely can spot them.

In that case, it’s time for a Group Dex(Stealth) check, where two of our three PCs must succeed to avoid notice. Vessa has the best chance of success and will roll first: Her 15 is below the 17 she needs and succeeds. How about Maelen? A 14 is just under her 15 target. Whew. So now Alric only needs to not have a Terrible Failure. His Dex is only 7, but he is trained in Stealth. He will succeed at an 8 or better, but needs to roll under a 13 to avoid the TF. My roll is… 4.

Well, fine. I spent time thinking up a backstory for the hill giant, what he was doing out on the plains, and how these details fit into the Orthuun/Saelith stuff, apparently for nothing. I’ll add him to the Characters List to possibly appear down the road and look for ways to make the massive tent somehow relevant later (also a helpful reminder to use that list!). This emergent storytelling stuff is fascinating.

Her blood went cold. A towering figure in furs and hides appeared from behind the tent, his head almost as tall as the structure. Even from this distance, Maelen could see that he was thick and heavy, his arms reaching down to his knees beneath broad shoulders. He walked with stooped, swaying steps to the side of the tent and paused, turning his slab of a back to them to look north, presumably at the Greenwood Rise.

“Giant!” Maelen hissed. “Keep your heads low!”

“Giant?” Alric paused, and Maelen shoved him forward. “Ow! Are there giants in the Redwood Marches?”

“There’s bloody one there now, you idiot!” she spat back.

Vessa, pushed her way through the grass, crouching and holding her bow low, leading them in a snaking pattern to a hill where they’d be unseen. It was maybe the worst possible position for Alric, whose lamed leg couldn’t support the crouch without the help of his staff. He fell several times, and each time Maelen unsympathetically dragged him up and barked for him to keep going. By the time they’d circled the low hill and paused, panting, even Maelen’s thighs burned with effort. A hundred bruises, cuts, and strained muscles protested as well. She groaned, stretching the leg and shoulder that hurt the most.

“Giant?” Vessa said, rubbing at her own wounded shoulder, the one struck by the rock. “You sure, Mae?”

She grunted in affirmation.

“It’s all Orthuun,” Alric panted, shaking his head.

“Drop it, lad,” Maelen admonished. “Not everything in the great wilds has to do with the bloody demon.”

“Don’t you see?” he said, a note of desperation in his voice. “Saelith the Vanished has arisen! He was one of Orthuun’s ten generals, to lead an army of darkness that will sweep over the land and destroy everything.”

“So?” Maelen scowled.

“So, a general needs an army…” Vessa gasped. “The giant is responding to… some kind of call?”

Alric spread his hands wide, as if revealing a magic trick.

“A general needs an army,” he nodded.

Maelen spat a particularly vile curse that surprised even her with its vitriol.

Next: The Rootmother’s Embrace [with game notes]

ToC24: What Was Left

[game-notes version here]

Artwork by © anaislalovi. All rights reserved

XXIV.

Duskmarch 25, Hearthday, Year 731, the day of Sweet Requital in Oakton.

Vessa groaned and rolled to her back. Something wet and sticky had sealed one side of her face to the floor and the motion tugged at her skin painfully. For several heartbeats she lay there, breathing through cracked lips and trying weakly to gain her bearings. Her entire body hurt, sharp stabs of pain everywhere alongside a deep ache.

Where was she? The floor felt hard, but soft, liquid forms touched her skin, sliding around as she touched them like lifeless slugs. The smell of rotten meat and the heavy, sharp scent of blood filled her nose.

She coughed and remembered in a start: The tomb! In Starless Rift!

Something crusted over her eyes, so she scrubbed at them with one hand and opened them wide, struggling to sit up. Even with her eyes open, there was only blackness. Panic seized her chest and she began panting, remembering the hordes of skinless terrors piling atop her companions… Maelen dropping from exhaustion and pain, ready to die… Vessa’s own desperate intervention, and—oh! Wings! She patted her shoulders awkwardly, trying to reach her back. The raven’s wings were gone as if they’d never existed.

She needed light.

For a long, terrified stretch of time, Vessa explored the space around her on hands and knees. The horrifying creatures’ organs and ropy muscles lay everywhere, sloughed bonelessly to the ground as they died. She tried to calm her own frantic breathing and the pounding of her heartbeat in her ears, to sense if any of the things’ telltale snuffling or clacking of teeth were nearby.

She heard nothing. The tomb was as silent as it was dark. Lifeless.

Sobbing, she found a single arrow, but not her bow, or the dagger she’d unsheathed from her boot to tackle the creature looming over Maelen. How far had she and the creature tumbled and fought before everything went dark? She remembered it abruptly ceasing its movements and beginning to disassemble. Then all light had gone out and…

She couldn’t remember anything after that. Her muscles felt stiff and half-numb, blood drying tight against her skin. How long had she been unconscious? Were her companions still here or had they left her? Were they dead? Visions of Maelen dropping her black mace to the stone floor, defeated… of Alric being buried under a pile of skinless bodies clawing at him.

“Maelen?” she croaked, her throat dry and voice rough. “Alric?”

No answer.

Truly panting now, her search became desperate. Her hands slid through wet, cold offal. She sobbed, pushing forward and patting in front of her. Vessa called out again, her voice high and frantic. Still no one answered.

She was alone. Trapped in darkness, with nothing to fight and no one to save.

It was the Larkhands, all over again.

With a sudden gasp of triumph, her hand touched a leather strap. Either her travel pack or the pack of a companion. She pulled it to her knees, slick fingers shaking and fumbling with the clasp. Snot ran over her upper lip as she cried loudly, pushing through the materials in the pack until she found the long, solid form of a torch. More searching produced a tinderbox. Shaking her head, shuddering with sobs, she clumsily struck flint and steel to no effect. Vessa growled and redoubled her efforts. There was a brief flicker of light as she produced a spark. Then another. Another. A fourth time was enough to catch the resin-soaked cloth. For a moment, nothing… and then fire bloomed at the tip of the torch, shedding a dancing, orange light around her.

Vessa wiped a forearm across her running nose and tear-blurred eyes to look around, shoulders shuddering.

She was still in the tomb, its polished black walls making a perfect square topped by a low dome. Gore from the skinless terrors lay everywhere, only vaguely human-shaped and strewn seemingly haphazardly. Any etched runes along the walls or floors had been scratched out or split by spiderweb cracks. Her head scanned back and forth, eyes wild and wide, looking for her friends. Vessa pulled herself to her feet, body protesting with pain and stiffness, and swept her torch around in a wide arc.

There! She stumbled, tripped, and stumbled again to where she saw Maelen’s legs, splayed beneath a mound of red tissue and stinking organs. Vessa dropped to her knees and pushed the offal away. Thankfully, the remnants of the abominations had only covered her torso, not smothered her face. Was she breathing? Maelen’s chest rose and fell slowly, steadily. The thief sobbed again, then wiped her eyes and searched for injuries.

Miraculously—and somehow wrongly, a tiny voice in her mind whispered—the most grievous wounds she’d seen as Maelen faced death in the battle had healed. How? Was Alric able to use his magic after she’d tackled away the creature looming over her? Still, the warrior’s flesh was riddled with bites, bruises, and angry scratches. Nothing fatal that she could see, but none of it would feel good, and Vessa didn’t think she had enough bandages to wrap everything. Maelen would be in very real danger of infection if they couldn’t treat those wounds.

Something in the shadows behind her groaned, and Vessa’s heart skipped a beat, a scream catching in her throat and threatening to escape. She whirled, holding her torch out defensively.

Alric, coated head to toe in crusted blood and scraps of gore, stirred weakly. She moved to him as quickly as her battered body could manage. He was alive!

Eventually, they all limped to the edge of the black, still pool to take stock of and address their injuries as best as they could manage around the column of warm air. Alric was the worst of them, both in terms of how many bite wounds he’d suffered as well as overall spirits. He looked ten years older than when they’d entered the Starless Rift, haggard and stooped, every movement eliciting a wince of pain. None of his wounds bled significantly, and once they’d cleaned him of the gore, they didn’t bleed at all. Vessa thought that odd but he rebuffed any attempts to discuss it. His new cloak, however, was as shredded as his robes had been, and utterly ruined. She gave him hers… she liked her older cloak’s fit better, anyway.

Maelen couldn’t keep the concern from her eyes or voice when she regarded Alric. “Lad…” she said, licking her lips. “Can you… heal yourself?”

The look he gave her was haunted and filled with shame. He shook his head grimly, then turned away.

Vessa moved to speak to him, but Maelen grabbed her bicep. “Leave it,” she murmured.

So, with a weary sigh, Vessa worked to address her and Maelen’s wounds as best she could, cleaning them both of as much from the horrible nightmare they’d experienced as possible. When that was done, they were still filthy and stunk worse than a tannery, but it still felt considerably better than being caked in gore.

For the rest of her torch’s life, she navigated carefully and filled with disgust through the places in the tomb where they’d fought the skinless terrors. Vessa found her bow, dagger, and enough arrows to half-fill her quiver. When she returned to the warmth of the poolside hole, she handed Maelen back her heavy mace. The warrior took it and stared down at its black, spiked head for a long while, jaw clenched, longer than Vessa lingered. Both of her companions, it seemed, had winding paths in their own thoughts to explore.

She only had two torches left in her travel pack, same as the others now. With a weary sigh, she lit one of them and wandered back to the tomb. Ignoring the viscera strewn everywhere, she picked her way towards the central area, where Saelith the Vanished had been entombed. The concentric circles of runes all around the indentation in the stone were littered with cracks, shards of basalt crunching under her boots as she approached.

The circular tomb was empty. Vessa wished she was surprised, but it’s what she expected. Those horrific creatures had been working like bees in a hive to weaken the magic here and, apparently, they succeeded. Was Saelith alive again, walking the caverns somewhere nearby? Or was his liberation simply part of a larger ritual, the body now gone to serve some grander purpose for the demon-lord Orthuun? Surely Alric would have an opinion, some theory he would want to research back at the Inkbinders Lodge.

The thought of Oakton made her chest seize in longing, and for a moment Vessa couldn’t breathe. Whatever was happening in the Redwood Marches—the corrupting influence of a dark god and its army’s generals—it no longer had anything to do with Vessa Velthorn. Maelen had promised her that once they’d left this place, they would return to the city and stay there for a long while. She would take whatever coin they’d recovered from this place and make a life beneath the stretching branches of the Argenoak. She would rebuild the reputation she’d enjoyed with the Larkhands as a thief-for-hire, breaking into merchants’ vaults and guild houses once more. She looked down at the lark tattoo on her hand and smiled grimly. Nightwights and corrupted skratt hordes and certainly skinless monstrosities would be reserved for her nightmares from now on, and nothing more.

Envisioning home provided her with a spark of energy, and Vessa left the vacant circle in the room’s center to explore the far sides of the vast room, away from where they’d entered and fought the terrors. Discarded piles of organs still lay strewn here, but few enough that she could avoid them easily. Vessa held her torch out front, the orange light dancing over the black stone and its scratched, defaced symbols.

She stopped, blinking. Ahead, a section of the wall was open, pushed inwards like a door though it had no handle or visible hinge, twice as tall as Vessa and three times as wide. When they’d first entered, had this door been open? The thought unsettled her. She didn’t think so, though it was possible their collective torchlight didn’t reach to the far side of the room. Still, as she soared over the battle—she had flown!—Vessa was sure she would have seen such a large opening. She glanced over her shoulder to check if one of her companions was there with a torch but no. She was alone. Hm.

Carefully and quietly, she stalked towards the opening. As she approached the wall, her eyes roamed over the surface and her ears searched for any noise beyond her flickering torch. Sensing nothing, she stepped into the opening.

On some level, she knew that she was taking unnecessary risks. Perhaps the day’s constant peril had numbed her to danger, or perhaps she knew in her bones that Saelith the Vanished had already left his prison. Whatever the case, Vessa found a tall rectangular room of the same smooth, basalt walls, much like the vault they’d discovered in Thornmere Hold.

It was just as sparsely filled, too. A few squat wooden chests sat neatly organized upon the floor, alongside a small scroll rack. The gold-gilded lantern with a stag seal that hung from a hook near the doorway was the twin of the one she’d sold three months ago and was the strongest evidence that this place was indeed created by the same ancient order that had buried the artifacts within Thornmere Hold. Alric would be pleased, with plenty of new theories to occupy his time. Vessa hoped those chests held coin, or at least valuable items they could sell. Grinning, she turned to go fetch her companions.

As she exited, her eyes caught something in the firelight. A small dark blemish on the otherwise smooth stone of the door. She bent down, bringing her torch to see. It was… a keyhole? She fished the golden key she’d retrieved from the corpse. The key slid perfectly into the lock. So. A locked vault, after all, with a barely perceptible keyhole along the blank surface of wall one would have to know existed. But how had it opened, especially after the battle? And why were the contents still here? Unless there had once been more housed in the vault? She shook her head, padding away. More mysteries of the Starless Tomb.

She found Maelen and Alric in the same place she’d left them, on opposite sides of the column of warm air. Maelen still stared absently at her weapon, while Alric’s back was to her across the hole in the floor, eyes unfocused and head bent. Vessa doubted they even noticed she’d departed, much less returned.

“Hey,” she said. Maelen’s head snapped up, her face a thundercloud of anger. Alric blinked slowly and, painfully, turned his body back to face them both. Vessa waited until she had both of their attention and ignored her friend’s glare. “I found something. Come on.”

They gathered their packs and she led them through the rocky corridor and back to the tomb, then around its perimeter towards the back wall. Neither of her companions spoke while they moved, each still lost in thought. When Vessa glanced back to check they followed, she couldn’t decide which expression concerned her more: Maelen’s scowl at everything and anything, or Alric’s abject despair. She wondered briefly how she must appear. Could it be that she was the least haunted by this awful place? Whatever the case, they all needed to be free of it, and soon.

When they returned, the vault door still lay pushed open. Vessa stepped into the middle of the room and turned in a slow circle, holding her torch before her, to show the chests and scroll rack. The air in it felt stale, oddly still.

“Treasure, Mae,” she said. “And perhaps answers, Alric.”

Maelen grunted and pushed into the room, immediately dropping to her knees in front of a chest and examining the lock. Alric limped to the scroll rack and settled himself painfully in front of it. Vessa grinned. Good.

For another full torch’s light, they worked. And with each passing discovery, both of her companions returned to some semblance of their former selves. In the end, they’d profited an entire chest each of old copper oaks and another of silver thorns. Not any golden crowns here, but still enough money to—almost—be worth the misery they’d endured.

In addition to the coins and the golden lantern, one chest included two items: First, a carefully packed silver chalice that Alric immediately declared magical, though he said he would need to study it in more detail to understand its properties. Second, a long wooden case that revealed a needle, like an oversized sewing needle, as ebon black as Maelen’s mace and seemingly made of the same alien metal. Alric declared it magical as well, and when he laid the needle upon the floor it slowly turned on its own volition, then stopped. Alric tapped his lip with a finger, puzzling at its intent, before returning it to the case.

The mage also took four scrolls. One, he said, was a written log on the construction of Saelith’s prison, while another seemed to be a journal from early years here by one of its occupants. Alric said both documents would be invaluable to uncovering the history and intent of the order who’d fought Orthuun long ago. The final two scrolls were magical spells, though again he said he’d need to study them to understand their intent. His mention of spell-scrolls sent a thrill through Vessa, and she again remembered flying over the tomb on her giant raven’s wings. Perhaps, she thought, there would be one positive memory of the Starless Rift, at least as its other horrific visions faded. She’d flown.

By the time they’d filled their travel packs and pockets, Maelen was again ordering them around with grim efficiency, and Alric was positing ideas about the greater meaning of ancient orders. Vessa hoped their lifted spirits would endure through the return to the surface and desperately, desperately wished that return would be terror-free.

Maelen was the last to leave the vault. She lingered there, squinting.

“What is it?” Vessa asked.

“It’s… emptier than Thornmere Hold,” she said slowly. “I’m not complaining about the coin, mind you, but…”

“You think Saelith took something before he left?” Alric said thoughtfully. “Yes, that makes sense. He undoubtedly was the one to open the vault in the first place. He was looking for something, and now has it.”

The doom of that sentence hung in the air. Vessa cleared her throat. “It doesn’t concern us. He’s gone, and someone will fight him, but not us. We need to get out of here and back to home.”

Maelen blinked and nodded once. “Right enough. Let’s go.”

With so many coins weighing down their bags, Maelen didn’t think they could return the way they’d arrived, across the still pool of water. That decision suited Vessa just fine. Not only did she worry about both companions’ injuries, but she didn’t relish the idea of freezing to death, wet, without the warm column of air on the opposite side.

Yet by the time they’d left the vault behind, each of them was left with only a single unburnt torch each. They would need to navigate through unexplored caverns with the very real danger of getting lost and running out of light. As a result, they decided to have Maelen carry a single torch, keeping the other two as replacements. The warrior walked as briskly as she thought Alric could follow given his poor health and lack of walking staff, with Vessa close behind.

Thankfully, the cavern complex of the Starless Rift was not vast. Maelen located a hidden exit from the tomb that avoided the flooded chamber and led them around, through rocky corridors and, occasionally, open caverns, though none as large as the one that had housed the most gruesome of the otherworldly monsters. Indeed, they discovered no less than four additional piles of viscera, where more of the abominations must have been prowling when Saelith escaped. Alric guessed that somehow the ritual that had opened the Starless Rift had also spawned the awful minions throughout the cave complex.

“It all makes sense,” he said in his deep baritone, as they stooped at the pool’s opposite edge. They’d found their way back around to their previous route, and now the mage had his staff and Vessa her shortsword. “The members of the order that created this place hadn’t been corrupted like those the ageless figures from Thornmere Hold. Somehow the tomb seems to have held Orthuun’s corruption at bay. At least until Hadren cracked open the rift. Then, well…” He shrugged one shoulder and winced at the pain it caused. “We know what happened next.”

Those three members of the order had been slaughtered, and horribly. While other skinless creatures prowled the darkness hunting, the mass of them had gathered at the tomb to free the Blind Sovereign’s general. Once freed, the power of the ritual had been severed, which is why the abominations had all, as one, dropped lifeless to the stony floor. Vessa shuddered as she remembered it all.

Then a thought struck her, which she said aloud. “But if the ritual only lasted long enough to free Saelith… Why is the Rift still open?”

Alric paused, considering it.

And, as if the idea had triggered it, the entire cave complex shuddered once. A deep rumble echoed all around them, then settled into silence.

“What was–” Vessa began to ask.

“We go. Now,” Maelen cut her off.

They exited back towards the large chamber, filled with natural stone columns, where they’d fought the most terrifying of the skinless creatures and where the ancient orders’ members lay eviscerated. They hustled, all injured, without comment or question.

As they passed closer to the exit, the rumble began again, this time building and shaking the floor beneath them. A stray rock tumbled nearby.

“GO!” Maelen yelled, and they began a last, desperate flight through the darkness.

Next: To The Light [with game notes]