ToC07: Vault of the Sightless God

[game-notes version here]

Artwork by © anaislalovi. All rights reserved

VII.

Frostmere 16, Hearthday, Year 731.

Maelen stepped into the room beyond, but both Alric and Vessa’s eyes were fixed on the gray-skinned bodies on the stone floor. With Maelen’s torch in the room beyond, only dim light remained, shrouding any details in deep shadows. Most distinct was the woman’s decapitated head, which lay at Vessa’s feet, empty pits where her eyes should be staring sightlessly at her, black tears down her drooping cheeks. Oily, black hair clung to the floor in a wide, wild pattern. She’d slit plenty of throats, seen plenty of corpses, but those black tears would haunt her dreams.

Vessa’s nose wrinkled. She had been around dead bodies before, yet there was no stench here, just the faint scent of mildew and lichen where damp has kissed the corners of this place. There was the coppery tang of the automaton impaled on the wall and lamp oil gone rancid long ago. But no rotting flesh, blood, or offal. Whatever had happened to the bodies of the things they’d just fought, it left them with only the faint scent of something acrid and alien, but so scant it may have been merely her expectations.

“Zombies, yeah?” she asked the scribe in a low whisper. “I heard tales in the guildhall once. The dead brought back to life?”

“Not life,” Alric said carefully, deep in thought. “An un-life, I’ve heard it called. Their bodies were like puppets to some darker force, their minds gone. It’s… troubling. Some arcane force twisted them in this way, left them trapped down here. Is whatever created these undead still here, I wonder?”

“And why were they locked in a vault?” Vessa built on the scribe’s words. “Had they already been transformed? If not, why seal living people down here?”

“Indeed,” he answered, rubbing at his chin. “Something about this is deeply wrong.”

“You want to stand in a dark room yapping or find what we came to find?” came Maelen’s harsh words echoing from the other room. Alric’s head snapped up. “Come here, idiots.”

Vessa followed him, sparing one last glance back at the fallen bodies. A shiver crept from the base of her stubbled head down her spine.

It was a narrow, rectangular room with a high, vaulted ceiling held aloft by stone ribs. Two wall sconces flanking the doorway held broken oil lamps, seemingly battered into shapeless brass by some blunt object, perhaps the zombies’ fists. A central wooden table, low and wide, was the room’s only furniture, its surface pitted by age and scarred with knife marks. Yet there were also broken pieces of wood littering the floor, which Vessa suspected had once been stools. Deep alcoves had been carved into both long walls, fitted with sealed copper scroll tubes and thick leather cases, many intact.

Maelen passed her torch around as she took in the details of the place. “Lad, light your torch off mine and get to searching what’s here.”

“Yes, of course,” he answered. Alric unshouldered his pack and began rummaging through it.

With a second torch lit, details of the room became even clearer. Dust covered everything, disturbed by the dragging footsteps of the zombies. If Vessa were to guess, they had rarely moved in the past many years, and touched nothing upon the shelves. Her eyes roamed over the alcoves, wondering what could be so important to create this place and hide it away from Oakton. Everything here appeared so mundane.

“Vess, come here. Look at this with me,” Maelen said in a low, urgent tone.

She cocked an eyebrow, her tongue working at the gap left by her mysterious missing tooth from two nights before, and left the scribe to begin his exploration of the alcoves. Maelen stood at the far end of the long room, facing another closed door. The broad-shouldered warrior had sheathed her sword and held the torch up close to the door’s surface for Vessa to see.

Vessa sucked in a breath as she approached. The door itself was a slab of black basalt, reinforced with copper bands etched in glyphs similar to what she’d seen on the automaton from the previous room. Built along the center of the door were three separate locks, one at knee height, one at her ribs, and the last at eye level. The lowest two locks were conventional but sturdy turn-wheel designs like one might find in any Coinmarch vault, though of a construction older than she’d seen before and each distinct. The top lock, meanwhile, was clearly an arcane seal, a recessed copper disc engraved with a fading sigil.

“By the Rootmother’s tangled knots, Mae,” Vessa breathed. “I’ve never seen something like that. It’s worse than the Argenoak vault from… from before.” Without thinking, her free hand scratched the lark tattoo on her wrist.

“Can you break in?” Maelen asked, resting a hand on her shoulder.

Vessa swallowed with a dry throat. “I have no idea.”

“Well, we’ve got time. The lad is going to be busy. Study it and see what you think.” The heavy hand landed hard on her shoulder twice, causing her to stumble.

“I’ll need to light my own torch,” she breathed, never taking her eyes from the trio of locks. “What are you going to do?”

Maelen exhaled through her nose. “I’ll wander back the way we came, see if we missed anything.” She paused, then said, “I want to find out what’s on the other side of that door, Vess. The Lodge damned well put something valuable there.” She lowered her voice to a low, hissing whisper. “Might be our ticket out from under the Circle’s thumb.” The woman’s gaze burned into the seal as she spoke.

“Yeah… okay,” Vessa nodded, licking her lips. Where Maelen had punched her the day before was still swollen and sore. She tasted blood with her tongue. “I’ll get to work,” she whispered, as if the door might be listening.

Vessa lost track of time as she studied the black door and its trio of locks. She was dimly aware of Maelen’s torch leaving the room, and of Alric muttering to himself as he unrolled scrolls and studied them. Mostly, though, her world narrowed to the mighty vault door.

It was the most daunting challenge she’d faced in her several years of thieving. The two lower locks weren’t trapped that she could see, but neither were they the flat-faced padlocks or inset cylinders she knew from modern Oakton. These were older, heavier things, seemingly meant to intimidate her with their sheer bulk, and doing a good job of it.

She laid her kit on a scrap of folded cloth to keep her tools from clinking against the stone, and found a place nearby to wedge her torch. Crouching before the first lock, she pulled a thin hooked pick and tension rod from her roll, hesitated, then swapped the hook for a stubbier probe. Somewhere behind each wheel, she reasoned, lay a stack of interlocked plates, teeth meshing in a pattern the original key would have set in one smooth motion. Without the key, she would have to feel the tumblers through the metal’s bones.

Bracing one knee against the door for leverage, she pressed the tension rod into the wheel’s side channel, twisting slowly, slowly… She felt subtle resistance and shifted her weight. Careful now. Click. The wheel sagged a fraction in its socket, not fully unlocked but on its way.

Sometime after she’d conquered both mundane locks and was sweating, Maelen returned and struck up a conversation with Alric about his findings. She allowed herself the ghost of a grin. Two down. One nightmare to go. Vessa blew out a breath and sat, giving her knees and fingers some relief and listening with a cocked ear, her back to them.

“What are you finding, lad?”

“Hm? Oh! Maelen, hello,” Alric answered with his rich baritone voice. “This is all fascinating! There are battlefield grimoires, civic decrees from hundreds of years ago, genealogical scrolls, arcane treatises, and royal correspondence. It appears as if anything the Castellan wished to hide from the Guild Council or Prince, he placed here.”

Maelen grunted. “Doesn’t sound valuable.”

“Oh, it depends, I suppose. I’m sure there are countless things here someone could use for political leverage for bribes and such, and there is more than one arcane formula. Oh! And I believe I’ve solved the mystery of our two zombies.”

“Yeah?”

“Indeed. They were,” he paused, and Vessa could hear the shuffling of parchment. “Lady Meren of the Locks and Sir Edran the Bright, both knights of Thornmere, and actually volunteered to be sealed in here to protect the vault and documents, if you can believe it. Apparently, they were given magical sustenance and enchantments to preserve both their bodies and minds. It’s truly staggering magic, but localized only to these rooms.”

Vessa turned, still seated, resting her weight on one hip to face the others. “Did the magic go wrong, then? Is that why they became zombies?”

“Not that I can tell,” Alric said carefully, tapping his lip with a finger. “They kept a log, and it appears that something tainted was creeping into the vault. ‘A dark presence,’ Lady Meren called it. She held out longer than Sir Edran, but it drove them both quite mad. Towards the end, the journal talks about,” and he moved some more parchments, laid out over the low table. The scribe held his torch over an unrolled parchment and squinted. “Orthuun, The Blind Sovereign, Orthuun, Shadow-King of the Endless Black, Orthuun, The Sightless God, Orthuun, The Eater of Lanterns, Orthuun, the Father of Forgotten Paths. It gets nonsensical after that,” he swallowed and winced. “And quite disturbing.”

The shiver returned down Vessa’s spine. “The Blind Sovereign?” she whispered. “That… That’s what Old Yara said the Nightwight was waiting for. ‘The Blind Sovereign will send a herald,’ right?”

Alric blinked, looking stunned. “By the Rootmother, you’re right! I didn’t even think of the connection there, and The Eater of Lanterns might have been why Sarin called the group the Lanternless. They talk about this Orthuun like some sort of god, but the gods only exist in the city, of course. It must be a demon of some kind. Vessa, I must say, your memory is incredible.”

She felt her cheeks flush at the words, but shook her head. “Not really, but I have eye for connections. Makes me a good thief.”

“Speaking of which,” Maelen placed a fist on one hip. “How goes the door?”

“Not bad,” she grinned. “Lower locks are done, and I have a bead on how to get the last one, but it’s arcane, and nasty.”

“You got the tools you need?” she arched an eyebrow.

Vessa rubbed her crooked nose with one finger and passed her other palm over her stubbled head. “Should do. Just need time.”

“Get to it, then, lass,” she smiled, scar on her cheek creasing. “The torches won’t last forever.”

As she finished the sentence, Maelen’s head snapped around. “Shh!” she whispered. “Did you hear that?”

Vessa listened.

There was a faint creak. Then another. And then: footsteps. Many of them. Vessa froze. She knew that sound. Hushed voices. Someone had entered descended the stairs and were making their way through the darkness towards them. Vessa couldn’t tell exactly, but it sounded like many people. Her blood ran cold.

“Pig shit!” Maelen muttered angrily, pulling the enormous sword from her back.

“What is it?” Alric whispered, his voice small. “Who could be in here?”

Vessa was already on her feet, shortsword drawn. Her eyes darted in the torchlight to the rotting fragments of wood at the far end of the room, laying scattered across the floor. There was no chance to barricade themselves in here. Whoever was down here would walk in a straight line directly to them.

“Torches!” someone yelled triumphantly, the sound echoing and distant. “We found ‘em, Night Captain!”

Then a familiar, dry voice carried to them. “Din’t I tell you, Maelen the Skinless?” Old Yara cackled. “The Night Captain is here! And he’s gon’ pay you back for whatcha done to his people!”

Next: Sarin the Night Captain [with game notes]

ToC07: Vault of the Sightless God [with game notes]

[prose-only version here]

Artwork by © anaislalovi. All rights reserved

After utterly dismantling two zombies trapped in Thornmere Hold, the way to secret lore is open! I have a couple of possible options as to why the zombies existed, which could mean an encounter in this room or not. Instead of rolling on “is this an expected scene?” a la Mythic GM Emulator, I’ll instead Consult the Bones to see whether there’s an encounter in this next room, and the results will help determine which history is true. I grab my handful of special dice and roll: Once again, the Twins of Fate are divided, but the Hammer of Judgment plays tiebreaker and says no encounter here. Meanwhile, the Fortune die shows a skull, which means generally bad stuff. Easy enough. Not only does this roll crystallize the origin of the zombies and what lies in the chamber beyond, it means that (because of that skull) I’ll increase the difficulty of getting the “major item” in the next room.

I’ll also make a couple of Attribute checks before we get started. Does Vessa know the general nature of the things they just fought? I roll a Gather Info(Int) and get a 12, which is a success. Does Alric have a sense of why the zombies may have been created? Here I roll an Arcane Lore(Int) and get a 9, also a success. Okay great… that helps define my initial dialogue.

VII.

Frostmere 16, Hearthday, Year 731.

Maelen stepped into the room beyond, but both Alric and Vessa’s eyes were fixed on the gray-skinned bodies on the stone floor. With Maelen’s torch in the room beyond, only dim light remained, shrouding any details in deep shadows. Most distinct was the woman’s decapitated head, which lay at Vessa’s feet, empty pits where her eyes should be staring sightlessly at her, black tears down her drooping cheeks. Oily, black hair clung to the floor in a wide, wild pattern. She’d slit plenty of throats, seen plenty of corpses, but those black tears would haunt her dreams.

Vessa’s nose wrinkled. She had been around dead bodies before, yet there was no stench here, just the faint scent of mildew and lichen where damp has kissed the corners of this place. There was the coppery tang of the automaton impaled on the wall and lamp oil gone rancid long ago. But no rotting flesh, blood, or offal. Whatever had happened to the bodies of the things they’d just fought, it left them with only the faint scent of something acrid and alien, but so scant it may have been merely her expectations.

“Zombies, yeah?” she asked the scribe in a low whisper. “I heard tales in the guildhall once. The dead brought back to life?”

“Not life,” Alric said carefully, deep in thought. “An un-life, I’ve heard it called. Their bodies were like puppets to some darker force, their minds gone. It’s… troubling. Some arcane force twisted them in this way, left them trapped down here. Is whatever created these undead still here, I wonder?”

“And why were they locked in a vault?” Vessa built on the scribe’s words. “Had they already been transformed? If not, why seal living people down here?”

“Indeed,” he answered, rubbing at his chin. “Something about this is deeply wrong.”

“You want to stand in a dark room yapping or find what we came to find?” came Maelen’s harsh words echoing from the other room. Alric’s head snapped up. “Come here, idiots.”

Vessa followed him, sparing one last glance back at the fallen bodies. A shiver crept from the base of her stubbled head down her spine.

It was a narrow, rectangular room with a high, vaulted ceiling held aloft by stone ribs. Two wall sconces flanking the doorway held broken oil lamps, seemingly battered into shapeless brass by some blunt object, perhaps the zombies’ fists. A central wooden table, low and wide, was the room’s only furniture, its surface pitted by age and scarred with knife marks. Yet there were also broken pieces of wood littering the floor, which Vessa suspected had once been stools. Deep alcoves had been carved into both long walls, fitted with sealed copper scroll tubes and thick leather cases, many intact.

Maelen passed her torch around as she took in the details of the place. “Lad, light your torch off mine and get to searching what’s here.”

“Yes, of course,” he answered. Alric unshouldered his pack and began rummaging through it.

With a second torch lit, details of the room became even clearer. Dust covered everything, disturbed by the dragging footsteps of the zombies. If Vessa were to guess, they had rarely moved in the past many years, and touched nothing upon the shelves. Her eyes roamed over the alcoves, wondering what could be so important to create this place and hide it away from Oakton. Everything here appeared so mundane.

“Vess, come here. Look at this with me,” Maelen said in a low, urgent tone.

She cocked an eyebrow, her tongue working at the gap left by her mysterious missing tooth from two nights before, and left the scribe to begin his exploration of the alcoves. Maelen stood at the far end of the long room, facing another closed door. The broad-shouldered warrior had sheathed her sword and held the torch up close to the door’s surface for Vessa to see.

Vessa sucked in a breath as she approached. The door itself was a slab of black basalt, reinforced with copper bands etched in glyphs similar to what she’d seen on the automaton from the previous room. Built along the center of the door were three separate locks, one at knee height, one at her ribs, and the last at eye level. The lowest two locks were conventional but sturdy turn-wheel designs like one might find in any Coinmarch vault, though of a construction older than she’d seen before and each distinct. The top lock, meanwhile, was clearly an arcane seal, a recessed copper disc engraved with a fading sigil.

“By the Rootmother’s tangled knots, Mae,” Vessa breathed. “I’ve never seen something like that. It’s worse than the Argenoak vault from… from before.” Without thinking, her free hand scratched the lark tattoo on her wrist.

“Can you break in?” Maelen asked, resting a hand on her shoulder.

Vessa swallowed with a dry throat. “I have no idea.”

“Well, we’ve got time. The lad is going to be busy. Study it and see what you think.” The heavy hand landed hard on her shoulder twice, causing her to stumble.

“I’ll need to light my own torch,” she breathed, never taking her eyes from the trio of locks. “What are you going to do?”

Maelen exhaled through her nose. “I’ll wander back the way we came, see if we missed anything.” She paused, then said, “I want to find out what’s on the other side of that door, Vess. The Lodge damned well put something valuable there.” She lowered her voice to a low, hissing whisper. “Might be our ticket out from under the Circle’s thumb.” The woman’s gaze burned into the seal as she spoke.

“Yeah… okay,” Vessa nodded, licking her lips. Where Maelen had punched her the day before was still swollen and sore. She tasted blood with her tongue. “I’ll get to work,” she whispered, as if the door might be listening.

For the next hours, the three PCs will be pursuing separate activities: Maelen searching, Alric reading through scrolls, and Vessa studying the locked door. Let’s make some rolls to see how these things go.

For a couple of hours of Maelen poking through the previous rooms and hallway, how should I handle it mechanically? I could just Consult the Bones, or ask a Fate question, or roll an Attribute check. Let’s start with a straight Perception roll, which for Maelen is 12. I roll 8, so she does a good job searching. Now I’ll Consult the Bones to see if there’s anything worth finding: The Twins say Yes/Nil, but the Judgment die says No, and it’s the tiebreaker. As a result, there’s no real “discovery moment” to speak of. But the Fortune die is a Sun, which means something positive. Seems like Maelen found some loot, so I’ll roll d20 on the Tales of Argosa Valuables table: 3, which leads me to the Carry Loot A table: 37, which is “coppers equal to the sum of the digits from the d100 roll.” 10 copper “oaks” is not a lot of money, but it’s something.

Next up is Alric, and I’ll follow the same basic procedure. First is a Perception roll, which for him is 11. I roll 5, which is a Great Success! He will find all sorts of interesting information in the scrolls, tomes, and miscellany in the alcoves. Now let’s Consult the Bones to get a bit clearer: Double-No on the Twins negates the Yes on the Judgment die, so again there’s no real “discovery moment.” But there is a Skull on the Fortune die. Hmmm. So, in addition to gathering a lot of good info, he’ll find something bad. But what? Now is a great time for one of the Oracle tables in Mythic. I’ll roll on Descriptor Tables 1 & 2: Fortunately Pale. What is this supposed to mean? It’s mine to interpret, wherever my mind takes me based on those descriptive words. For me, I’m going to give Alric a mixed blessing: An access to unlock his magical abilities (since he hasn’t used them yet, might as well say this is the place his magic begins), but which will lead him down a dangerous, dangerous road.

Finally, it’s our POV-of-the-week character Vessa’s turn. First is the Perception check, which is a whopping 17 for her. I roll 16, so thank goodness her Attribute is so high. She will get a sense of what’s needed to open the vault. Now we Consult the Bones: The Twins are Yes/Nil, but Judgment again trumps with a No. There is no “moment” while studying the door. And maybe for the first time ever, our Fortune die is silent, with a Nil result. Basically, Vessa studies the lock carefully, gets a sense of what it’s going to take to open it, and that’s basically it.

Since that’s boring for Vessa, let’s say she spends her time actually working to open the lock. She needs three successful Traps & Locks checks to get it open, one for each lock. With her high Dexterity, that should be relatively easy, so I’ll say that if she fails on either of the first two checks (the mundane locks), she doesn’t have the tools necessary and will need to return after visiting Oakton again. If she fails on the third, she will trigger a trap. I’ll also say the degree of success will determine how much time it takes, and if she doesn’t achieve a Great Success at least once, I’m going to make a Random Encounter roll.

Here we go: First lock I roll 16, success. Second lock I roll 16, success. Third and most dangerous lock I roll 10. She gets the vault door open! But she didn’t achieve a Great Success. So now I’ll ask the simple Fate question: Do the Lanternless catch up to them in this time? I’ll give it a “50/50” chance, but with the Chaos Factor at 6, that means a 65% chance of Yes. I roll… 45.

Vessa lost track of time as she studied the black door and its trio of locks. She was dimly aware of Maelen’s torch leaving the room, and of Alric muttering to himself as he unrolled scrolls and studied them. Mostly, though, her world narrowed to the mighty vault door.

It was the most daunting challenge she’d faced in her several years of thieving. The two lower locks weren’t trapped that she could see, but neither were they the flat-faced padlocks or inset cylinders she knew from modern Oakton. These were older, heavier things, seemingly meant to intimidate her with their sheer bulk, and doing a good job of it.

She laid her kit on a scrap of folded cloth to keep her tools from clinking against the stone, and found a place nearby to wedge her torch. Crouching before the first lock, she pulled a thin hooked pick and tension rod from her roll, hesitated, then swapped the hook for a stubbier probe. Somewhere behind each wheel, she reasoned, lay a stack of interlocked plates, teeth meshing in a pattern the original key would have set in one smooth motion. Without the key, she would have to feel the tumblers through the metal’s bones.

Bracing one knee against the door for leverage, she pressed the tension rod into the wheel’s side channel, twisting slowly, slowly… She felt subtle resistance and shifted her weight. Careful now. Click. The wheel sagged a fraction in its socket, not fully unlocked but on its way.

Sometime after she’d conquered both mundane locks and was sweating, Maelen returned and struck up a conversation with Alric about his findings. She allowed herself the ghost of a grin. Two down. One nightmare to go. Vessa blew out a breath and sat, giving her knees and fingers some relief and listening with a cocked ear, her back to them.

“What are you finding, lad?”

“Hm? Oh! Maelen, hello,” Alric answered with his rich baritone voice. “This is all fascinating! There are battlefield grimoires, civic decrees from hundreds of years ago, genealogical scrolls, arcane treatises, and royal correspondence. It appears as if anything the Castellan wished to hide from the Guild Council or Prince, he placed here.”

Maelen grunted. “Doesn’t sound valuable.”

“Oh, it depends, I suppose. I’m sure there are countless things here someone could use for political leverage for bribes and such, and there is more than one arcane formula. Oh! And I believe I’ve solved the mystery of our two zombies.”

“Yeah?”

“Indeed. They were,” he paused, and Vessa could hear the shuffling of parchment. “Lady Meren of the Locks and Sir Edran the Bright, both knights of Thornmere, and actually volunteered to be sealed in here to protect the vault and documents, if you can believe it. Apparently, they were given magical sustenance and enchantments to preserve both their bodies and minds. It’s truly staggering magic, but localized only to these rooms.”

Vessa turned, still seated, resting her weight on one hip to face the others. “Did the magic go wrong, then? Is that why they became zombies?”

“Not that I can tell,” Alric said carefully, tapping his lip with a finger. “They kept a log, and it appears that something tainted was creeping into the vault. ‘A dark presence,’ Lady Meren called it. She held out longer than Sir Edran, but it drove them both quite mad. Towards the end, the journal talks about,” and he moved some more parchments, laid out over the low table. The scribe held his torch over an unrolled parchment and squinted. “Orthuun, The Blind Sovereign, Orthuun, Shadow-King of the Endless Black, Orthuun, The Sightless God, Orthuun, The Eater of Lanterns, Orthuun, the Father of Forgotten Paths. It gets nonsensical after that,” he swallowed and winced. “And quite disturbing.”

The shiver returned down Vessa’s spine. “The Blind Sovereign?” she whispered. “That… That’s what Old Yara said the Nightwight was waiting for. ‘The Blind Sovereign will send a herald,’ right?”

Alric blinked, looking stunned. “By the Rootmother, you’re right! I didn’t even think of the connection there, and The Eater of Lanterns might have been why Sarin called the group the Lanternless. They talk about this Orthuun like some sort of god, but the gods only exist in the city, of course. It must be a demon of some kind. Vessa, I must say, your memory is incredible.”

She felt her cheeks flush at the words, but shook her head. “Not really, but I have eye for connections. Makes me a good thief.”

“Speaking of which,” Maelen placed a fist on one hip. “How goes the door?”

“Not bad,” she grinned. “Lower locks are done, and I have a bead on how to get the last one, but it’s arcane, and nasty.”

“You got the tools you need?” she arched an eyebrow.

Vessa rubbed her crooked nose with one finger and passed her other palm over her stubbled head. “Should do. Just need time.”

“Get to it, then, lass,” she smiled, scar on her cheek creasing. “The torches won’t last forever.”

As she finished the sentence, Maelen’s head snapped around. “Shh!” she whispered. “Did you hear that?”

Vessa listened.

The Lanternless have entered the building! But that’s all I’ve decided, and I need to know more about the cult of Sarin the Night Captain more. So, let’s roll some dice.

First, how many Lanternless are left after the three deaths? I’ll roll 3d6: 9 total outcasts left in Sarin’s cult. That begs the second question: How many of those nine have pursued the party? I’ll roll 2d4+1: 4 of them, or roughly half the group.

Now, the third and most important question: Is Sarin with them? Did he simply send out search parties, and this is the one who found the PCs, or did he lead a group to hunt them? I’ll give it a 50/50 chance, but since the Chaos Factor is 6 that will push the likelihood of Sarin’s presence to 65%. Here we go: I roll 31. Sarin has led his four best warriors right to Thornmere’s Vault!

Finally, the question I’ve resisted answering until it mattered: what is a Nightwight? I think the easiest answer is that it’s simply a flavorful Wight, so I’ll look that up in the Tales rulebook: “Wights are semi decayed humanoid Undead, often bound to graveyards or other resting places of the departed. All Wights develop cursed insights into the Veil, gaining the ability to cast spells whilst falling deeper into madness.” Yep. That fits the concept of the Night Captain. The only tweaks I’ll make are 1) Sarin is bound to a broad area, becoming weaker the further he is from his buried… whatever-it-is. This means he won’t have the full statblock of a Wight when facing the party. I’ll move him down a Hit Die as a result from being so far from his sacred spot, from 5 HD to 4 (might as well roll the 4d8 now: 14 hit points). 2) He is not immune to non-magical weapons—which would make him impossible to damage by the party—but instead will take half damage. We’ll say that’s another effect of being far from his home ground. 3) Creatures killed by Sarin won’t become Zombies as per regular Wights. Instead, they will be handed over to the dark god Orthuun and return as… something cool that I’ll decide later if it happens. Finally, a Wight has 4 spells, and I’m going to switch half of them to fit Sarin’s patron god. He will be able to cast Glimpse the True Gods, Hand of the Void, Place of Perfect Night, and Thrice Bound Curse. What do these spells do? Maybe we’ll find out!

Wights have a fun Reaction table, so let’s roll a d12 and see how Sarin is approaching this encounter: I roll an 11, so he is Inquiring. Excellent!

There was a faint creak. Then another. And then: footsteps. Many of them. Vessa froze. She knew that sound. Hushed voices. Someone had entered descended the stairs and were making their way through the darkness towards them. Vessa couldn’t tell exactly, but it sounded like many people. Her blood ran cold.

“Pig shit!” Maelen muttered angrily, pulling the enormous sword from her back.

“What is it?” Alric whispered, his voice small. “Who could be in here?”

Vessa was already on her feet, shortsword drawn. Her eyes darted in the torchlight to the rotting fragments of wood at the far end of the room, laying scattered across the floor. There was no chance to barricade themselves in here. Whoever was down here would walk in a straight line directly to them.

“Torches!” someone yelled triumphantly, the sound echoing and distant. “We found ‘em, Night Captain!”

Then a familiar, dry voice carried to them. “Din’t I tell you, Maelen the Skinless?” Old Yara cackled. “The Night Captain is here! And he’s gon’ pay you back for whatcha done to his people!”

Next: Sarin the Night Captain [with game notes]

ToC06: Into the Darkness

[game-notes version here]

Artwork by © anaislalovi. All rights reserved

VI.

Frostmere 16, Hearthday, Year 731.

“So you know there’s scrolls down there, but not the layout?” Maelen asked, rubbing her chin and studying the stone stairs into darkness. There was something unnatural about the shadows, like they had substance. Something like black fog, she decided.

“That’s right,” the lad swallowed. His voice was unexpectedly deep and resonant.

“Alright, well. You follow me, Vessa in back. We stick close, but don’t bump me from behind if you want to keep your head attached to your shoulders, understand?” She threw a hard glare at him. The kid nodded, wide-eyed intimidation taking over the hungry, eager look she’d seen a few heartbeats before. Good. The last thing they needed was him setting off traps in a vault or stumbling off to another room on his own. She and Vessa didn’t want a repeat of the debacle that landed them in debt to the Latchkey Circle in the first place.

For just a moment, the horror of that day filled her mind. There had been ten of them in the Larkhands, their band of thieves, and Maelen was their second-in-command. They’d been planning the break-in at a sealed vault beneath the Argenoak’s root foundations for weeks. When they’d breached the vault, however, instead of a mountain of coins they’d found glyph-marked relics and an ancient warding seal. Maelen could still remember their little thief Grale reaching for the seal… Maelen’s shout of warning, unheard. Vessa had been the only Larkhand within reach, so Maelen had tackled her and taken cover beneath a slab of stone. When the seal cracked and the screams began, she and Vessa had been spared. Those tortured screams, though, took a long time to stop. And their twisted bodies when the dust had settled…  

Maelen shook her head, banishing the images. She unshouldered her pack with a grunt and tugged free one of the torches lashed to its side, a rough shaft of pinewood, about as long as her forearm, wrapped tightly at one end with resin-soaked cloth. The wrapping was stained dark with pitch, a homemade mix of pine tar, lard, and scrap linen meant to burn hot and slow. It smelled faintly of smoke and tallow, even unlit.

From a leather pouch on her belt, she retrieved her tinderbox. It was a small, square tin with a hinged lid, scratched and blackened with use. She crouched by the edge of the stone doorway, opened the box, and struck flint to steel. Sparks danced, catching the charcloth with a faint red glow. She leaned close, coaxed the ember with a steady breath, then pressed the cloth into a small bundle of dry moss and bark scrap. The kindling flared. Maelen touched the flame to the cloth-wrapped end of the torch. It caught with a hungry whoosh, casting flickering orange light over the carved stone and the gaping stairwell below.

She gave the torch a testing shake, nodded, and said, “Alright, let’s go see what’s so secret that the Inkbinders locked it away out here.” There was a light scrabbling sound as Tatter scampered from one shoulder to the next. Tatter squeaked once, an unusual amount of noise from the mouse. Maelen grinned, her scar tugging. Vessa gave her a nod.

She turned her back on them, torch held out front, and descended the stairs.

Though the shadows had an opaque appearance, they were just shadows, and retreated from her torchlight, revealing a well-hewn set of narrow stairs, twenty in all, and an otherwise undecorated corridor. Orange light flickered and smoke pooled on the low ceiling of the corridor as she squinted and looked around.

Vessa was an expert in trap-finding, but Maelen’s practiced eye could spot them well enough. She spied no tripwires, pressure plates, or loose stones that might spell danger. She stepped forward cautiously, toe-to-heel, one foot after another, through undisturbed dust. The scribes who guarded this place already trapped the door, she reasoned, why trap the corridor as well? It all depended on how often they walked these halls back when Thornmere Hold was active and how forbidden the knowledge. Maelen admitted to herself that she was more than a little curious as to what they’d find down here.

As she suspected, they reached the simple door at the end of the short corridor without incident. Tatter squeaked again, tightening Maelen’s jaw muscles. Did the little critter know something she didn’t? But that was stupid, she scolded herself.

“Shh, mouse,” she lightly scolded.

Maelen examined the door carefully, but it wasn’t trapped either as far as she could see. Some faded script had been carved in an archway over the door frame. She held the torch at head height so the lad could see.

“What does it say?” she asked in a low whisper.

“It… hm. It’s an old script, but I can read it. ‘The Vigil Endures, Though the World Forgets,’” he said in reverent awe.

She could hear the excitement in his voice, so she hissed, “Don’t bloody touch anything until we know it’s safe.”

“Of course,” he said defensively as she turned to face the door, but once her back was to him, she grinned. What sort of knowledge is dangerous enough to lock in a hidden vault out in the wilds?

The door was a thick slab of hardwood, copper-banded and hanging on rusted iron hinges set in the stone wall. The iron had rusted and copper corroded, but was otherwise in decent repair.

“You okay, Mae? Need me to look it over?” Vessa asked in a low voice from the back.

“I got it,” she said, and pushed the door open. It groaned like something in pain, its hinges frozen and wood bloated from the moisture down here, but she leaned her shoulder into it, grunting.

Maelen faced a small square room, maybe five strides across. Two decorative iron wall sconces sat empty on the walls, one hanging askew, and a broken oil lamp lay discarded on the floor. Directly across from her was a shattered door, fragments of rotting wood lying both within the room and beyond. Her torchlight didn’t reach far enough to see much beyond, but she wouldn’t have been able to focus on the next room anyway. Instead, her eyes snapped to the figure near the doorway.

At first, she thought it was an armored corpse, its copper plates dulled to verdigris. As she brought her torch forward, however, she could see that its helmet-like head bore a single circle of black glass, like the lens of the dead lantern on the floor. Its limbs did not end in fingers, but instead one a three-pronged claw and the other a heavy, fingerless club. Arcane runes, worn nearly smooth, had been etched along the chest plate, shoulder joints, and encircling the clubbed hand.

She knew there wasn’t anyone in the copper armor because a blackened steel spear had been driven deep into its chest and the stone wall beyond, pinning it upright. A thin trail of scorching marked the wall behind it, as though fire had erupted from the blow. Hanging from the cracked chest and back were broken gears and empty beakers. No skeleton or body lay within, only metal and glass.

“Lad,” she whispered urgently. “What is this?”

“I– I… I don’t… Oh! It’s an automaton! Crafted by guild artificers, a dying skill indeed! I’ve never seen one, only read about them. It must have been Thornmere Hold’s guardian. Amazing!”

“But what killed it?” Vessa asked warily, and Maelen could hear her unsheathing her shortsword.

Maelen had the same question. “Hold the light,” she offered to the lad, and he took it, staff in one hand and torch in the other. Maelen pulled her blade from the scabbard across her back, settling her grip two-handed, sword pointed at the shattered, open doorway. She listened, but could hear nothing but the flickering torch and the scribe’s excited mumbling as he examined the copper guardian. Tatter squeaked and ran from one shoulder to a pouch across Maelen’s chest, seeking safety. Smart mouse.

The darkness beyond the shattered door pulsed like a held breath.

Something shuffled in the gloom beyond the shattered doorway, like slow, dragging steps. Then more, slightly further away. Maelen set her mouth and exhaled through her nose, bringing her immense sword to guard.

“What in the seven unshacklings was that?” Vessa cursed behind her.

“Keep that bloody torch up!” Maelen hissed at the scribe over her shoulder. “We can’t fight if we can’t see!”

The first figure lurched into the doorway. It was a lightly armored man, with pauldrons and bracers of steel over a leather cuirass and sturdy shirt and padded pants. Even at a glance, Maelen could see that everything he wore was of the highest quality, like a nobleman dressed for a formal duel, but old and even tattered in places. He wore no helmet, which allowed her to see that his skin was gray and sagging like melted wax. His mouth hung open and toothless, a dark maw …but no sound came out. Yet by far the most disturbing were the sunken black pits where his eyes should have been. It was as if the man’s eyes had turned black and burst, running in thick rivulets down his cheeks.

A second figure shambled behind the man, this one a woman, dressed similarly, with the same empty, weeping eyes and gaping mouth. Her thin black hair clung to her head and neck as if she’d recently taken a bath, wet and stringy, almost oily.

As he stepped into the room, the man raised his gray gnarled hands towards Maelen, the skin hanging loose at his thin wrists.

The move startled her, and the eyeless man lunged at the last moment. He made no sound—no breath, no snarl, no voice—just the soft scrape of boots on stone. Maelen stepped sideways and pushed him away with the flat of her blade, shouting in surprise. Unfortunately, the move sent the man stumbling directly towards the scribe, who, to his credit, swung that walking stick of his in response and kept the armored thing at arm’s length. Damned if she wasn’t more and more impressed with the lad.

The other figure lurched forward in a burst of speed, and Maelen saw that she wielded a spear identical to the one pinning the copper guardian to the wall in her two hands. Silently—and Maelen just now realized that the things made absolutely no noise except for their shuffling steps—the woman thrust the spear forward awkwardly. The blow had power but no grace, and Maelen parried and, on the backswing, scored a hit on her arm. The fabric of her sleeve tore under Maelen’s blade, but no blood spilled. Whatever these things were, they weren’t human. At least not anymore.

With a roar, Maelen gave her no chance to recover. She’d seen one of those spears driven through the breastplate of the automaton and into the stone wall. These things may not be fast or skilled, but they were strong. She swung her longsword in a horizontal arc, cleanly lopping off the woman’s head. The head rolled with a wet flop, the oily hair clinging to the stone like seaweed.

Maelen allowed the momentum of her attack to spin her towards the armored man. Without pausing the swing or her battle cry, the blade sunk into man’s leather-clad side with a thunk. It turned its eyeless head towards her, mouth gaping horribly and silently. It began to reach out towards her with gray, withered hands.

A flicker of motion at the edge of her vision, and then Vessa was there, her short blade buried into the back of the thing’s neck. The tip of her blade erupted from the man’s throat, again bloodlessly. Without a sound, it slumped to the stone floor and did not move.

The three of them panted and Maelen pulled her sword free of the cuirass to point at the shattered doorway. She stood, stance wide and ready, for several heartbeats. Nothing else emerged from the darkness.

“Torch,” she barked at the scribe, empty hand outstretched. He blinked at her in the firelight and then nodded quickly, handing it over. Maelen stepped forward, light in front of her, into the doorway. Shards of old, rotting wood crunched beneath her boot.

“Did you see their faces?” the lad was saying behind her. “Black tears, like the Lanternless! What does that mean?”

“There’s no blood,” Vessa’s voice added. Maelen could almost hear the frown in her voice. “And look at the scrollwork on this armor, Alric, and the tower emblem. These were humans once, I think. Worshippers of the Herald. But why would they lock their own down here and seal the door? What did they become?”

“Shut it, both of you,” Maelen said, moving her torch around in the shadows. “Come here. We’ve found your secret knowledge, lad. Let’s find out what they were guarding, eh?”

She stepped into the dark, and the dark seemed to lean closer to embrace her.

Next: Vault of the Sightless God [with game notes]

ToC06: Into the Darkness [with game notes]

[prose-only version here]

Artwork by © anaislalovi. All rights reserved

I’ve known since I decided the party’s initial quest would be to a place called Thornmere Hold that it would be fun to do some good old-fashioned dungeon-crawling, though on a small scale to start. As the weeks of writing unfolded, though, I was unsure how I would handle the dungeon if and when the PCs arrived. I have dozens and dozens of dungeons for various game systems sitting on my bookshelves and assumed that I would reskin one of these to help me. Eventually, though, I decided to lean into the emergent, totally homebrewed nature of this project, which meant randomly generating the dungeon map.

Thankfully, Tales of Argosa comes with a handy dungeon generator! Some of the initial rolls I would make are already in the fiction (I’ll boldface anything that would be the result of a roll): This dungeon site is a secret hold, it is small (less than ten rooms), the objective is to obtain information/secrets. I also have an idea for what sort of opposition might exist here (or at least input for a random table to roll as the dungeon forms) thanks to already working up the history of the place. The reward, however, is unknown to me so let’s roll a d20: I get an 18, which is a major item. Oooooo. Now that is unexpected and exciting!

What’s at the bottom of the stairs leading from the hatch in the glade to the darkness below? I roll a d20 on the rooms & corridors table and get 11: a straight corridor. Okay cool. What’s at the end of the corridor? 2, A small room, with a normal door to get in. The room’s theme is 11, secure, which makes sense for a vault of secret knowledge. What are the secure room’s contents? 7, empty but with a complication. What’s the complication? 11, something is caged, confined, or otherwise restrained nearby. Okay, this is fun!

Tales provides two alternatives for a GM to decide on whether events occur in a dungeon. One is to Consult the Bones, as I did for my Hexploration. The other is to set a Dungeon Tally (DT) number, which rises the more inactivity that occurs. I’m more attracted to the special dice option of Consult the Bones, particularly since I own them. Let’s do that. Once again, I grab the Hammer of Judgment, Twins of Fate, and Fortune dice and roll: On the Twins, I get a Nil/No, but on the Judgment die I get a Yes. Since Judgment is a tiebreaker die, yes there is an event. The Fortune die is a Skull. Uh oh.

Let’s add up all these rolls into the narrative…

VI.

Frostmere 16, Hearthday, Year 731.

“So you know there’s scrolls down there, but not the layout?” Maelen asked, rubbing her chin and studying the stone stairs into darkness. There was something unnatural about the shadows, like they had substance. Something like black fog, she decided.

“That’s right,” the lad swallowed. His voice was unexpectedly deep and resonant.

“Alright, well. You follow me, Vessa in back. We stick close, but don’t bump me from behind if you want to keep your head attached to your shoulders, understand?” She threw a hard glare at him. The kid nodded, wide-eyed intimidation taking over the hungry, eager look she’d seen a few heartbeats before. Good. The last thing they needed was him setting off traps in a vault or stumbling off to another room on his own. She and Vessa didn’t want a repeat of the debacle that landed them in debt to the Latchkey Circle in the first place.

For just a moment, the horror of that day filled her mind. There had been ten of them in the Larkhands, their band of thieves, and Maelen was their second-in-command. They’d been planning the break-in at a sealed vault beneath the Argenoak’s root foundations for weeks. When they’d breached the vault, however, instead of a mountain of coins they’d found glyph-marked relics and an ancient warding seal. Maelen could still remember their little thief Grale reaching for the seal… Maelen’s shout of warning, unheard. Vessa had been the only Larkhand within reach, so Maelen had tackled her and taken cover beneath a slab of stone. When the seal cracked and the screams began, she and Vessa had been spared. Those tortured screams, though, took a long time to stop. And their twisted bodies when the dust had settled…  

Maelen shook her head, banishing the images. She unshouldered her pack with a grunt and tugged free one of the torches lashed to its side, a rough shaft of pinewood, about as long as her forearm, wrapped tightly at one end with resin-soaked cloth. The wrapping was stained dark with pitch, a homemade mix of pine tar, lard, and scrap linen meant to burn hot and slow. It smelled faintly of smoke and tallow, even unlit.

From a leather pouch on her belt, she retrieved her tinderbox. It was a small, square tin with a hinged lid, scratched and blackened with use. She crouched by the edge of the stone doorway, opened the box, and struck flint to steel. Sparks danced, catching the charcloth with a faint red glow. She leaned close, coaxed the ember with a steady breath, then pressed the cloth into a small bundle of dry moss and bark scrap. The kindling flared. Maelen touched the flame to the cloth-wrapped end of the torch. It caught with a hungry whoosh, casting flickering orange light over the carved stone and the gaping stairwell below.

She gave the torch a testing shake, nodded, and said, “Alright, let’s go see what’s so secret that the Inkbinders locked it away out here.” There was a light scrabbling sound as Tatter scampered from one shoulder to the next. Tatter squeaked once, an unusual amount of noise from the mouse. Maelen grinned, her scar tugging. Vessa gave her a nod.

She turned her back on them, torch held out front, and descended the stairs.

Though the shadows had an opaque appearance, they were just shadows, and retreated from her torchlight, revealing a well-hewn set of narrow stairs, twenty in all, and an otherwise undecorated corridor. Orange light flickered and smoke pooled on the low ceiling of the corridor as she squinted and looked around.

Vessa was an expert in trap-finding, but Maelen’s practiced eye could spot them well enough. She spied no tripwires, pressure plates, or loose stones that might spell danger. She stepped forward cautiously, toe-to-heel, one foot after another, through undisturbed dust. The scribes who guarded this place already trapped the door, she reasoned, why trap the corridor as well? It all depended on how often they walked these halls back when Thornmere Hold was active and how forbidden the knowledge. Maelen admitted to herself that she was more than a little curious as to what they’d find down here.

As she suspected, they reached the simple door at the end of the short corridor without incident. Tatter squeaked again, tightening Maelen’s jaw muscles. Did the little critter know something she didn’t? But that was stupid, she scolded herself.

“Shh, mouse,” she lightly scolded.

Maelen examined the door carefully, but it wasn’t trapped either as far as she could see. Some faded script had been carved in an archway over the door frame. She held the torch at head height so the lad could see.

“What does it say?” she asked in a low whisper.

“It… hm. It’s an old script, but I can read it. ‘The Vigil Endures, Though the World Forgets,’” he said in reverent awe.

She could hear the excitement in his voice, so she hissed, “Don’t bloody touch anything until we know it’s safe.”

“Of course,” he said defensively as she turned to face the door, but once her back was to him, she grinned. What sort of knowledge is dangerous enough to lock in a hidden vault out in the wilds?

The door was a thick slab of hardwood, copper-banded and hanging on rusted iron hinges set in the stone wall. The iron had rusted and copper corroded, but was otherwise in decent repair.

“You okay, Mae? Need me to look it over?” Vessa asked in a low voice from the back.

“I got it,” she said, and pushed the door open. It groaned like something in pain, its hinges frozen and wood bloated from the moisture down here, but she leaned her shoulder into it, grunting.

Maelen faced a small square room, maybe five strides across. Two decorative iron wall sconces sat empty on the walls, one hanging askew, and a broken oil lamp lay discarded on the floor. Directly across from her was a shattered door, fragments of rotting wood lying both within the room and beyond. Her torchlight didn’t reach far enough to see much beyond, but she wouldn’t have been able to focus on the next room anyway. Instead, her eyes snapped to the figure near the doorway.

At first, she thought it was an armored corpse, its copper plates dulled to verdigris. As she brought her torch forward, however, she could see that its helmet-like head bore a single circle of black glass, like the lens of the dead lantern on the floor. Its limbs did not end in fingers, but instead one a three-pronged claw and the other a heavy, fingerless club. Arcane runes, worn nearly smooth, had been etched along the chest plate, shoulder joints, and encircling the clubbed hand.

She knew there wasn’t anyone in the copper armor because a blackened steel spear had been driven deep into its chest and the stone wall beyond, pinning it upright. A thin trail of scorching marked the wall behind it, as though fire had erupted from the blow. Hanging from the cracked chest and back were broken gears and empty beakers. No skeleton or body lay within, only metal and glass.

“Lad,” she whispered urgently. “What is this?”

“I– I… I don’t… Oh! It’s an automaton! Crafted by guild artificers, a dying skill indeed! I’ve never seen one, only read about them. It must have been Thornmere Hold’s guardian. Amazing!”

“But what killed it?” Vessa asked warily, and Maelen could hear her unsheathing her shortsword.

Maelen had the same question. “Hold the light,” she offered to the lad, and he took it, staff in one hand and torch in the other. Maelen pulled her blade from the scabbard across her back, settling her grip two-handed, sword pointed at the shattered, open doorway. She listened, but could hear nothing but the flickering torch and the scribe’s excited mumbling as he examined the copper guardian. Tatter squeaked and ran from one shoulder to a pouch across Maelen’s chest, seeking safety. Smart mouse.

The darkness beyond the shattered door pulsed like a held breath.

I rolled a 6 on Alric’s Arcane Lore check, which is a Great Success. He knows exactly what this copper guardian is.

Now let’s figure out what awaits in the room beyond. I roll a 7, which means it is a medium room, and I’m going to make a GM fiat decision and say that here is one of two adjoining vaults of knowledge. And, yes, here too are the guardian’s assailants.

I’ve already decided the history of the two things beyond, but not specifically what sort of creature they are. Searching through the Tales bestiary, I come up with a quick random table of creatures of anywhere from 1-3 Hit Dice: 1) Berserker, 2) Skeleton, 3) Animated Armor, 4) Knight, 5) Zombie, 6) Ghoul, 7) Urgot, 8) Skinless Terror. I roll 5, so it’s a pair of zombies. Fun!

Zombies have 2+2 HD, which means I roll 2d8+2 to determine their hit points. I roll 14 for the first zombie, who we’ll call Sir Edran, and 13 for the second, who we’ll call Lady Meren (for reference, Maelen is sitting at 15 of 16 hp, Alric has 13, and Vessa 12). There’s no reaction roll for this encounter… the zombies will mindlessly try to kill and dismember the party, period.

While I’m inside one of these fancy gray boxes, I’ll roll initiative. No one is surprised, and it makes sense for Maelen to once again make the initial roll. Her Initiative is 13 and rolls 3, which is a Great Success! The party goes first, and would also go first before any Bosses or Heavies (i.e. lieutenants) if they were here.

Something shuffled in the gloom beyond the shattered doorway, like slow, dragging steps. Then more, slightly further away. Maelen set her mouth and exhaled through her nose, bringing her immense sword to guard.

“What in the seven unshacklings was that?” Vessa cursed behind her.

“Keep that bloody torch up!” Maelen hissed at the scribe over her shoulder. “We can’t fight if we can’t see!”

The first figure lurched into the doorway. It was a lightly armored man, with pauldrons and bracers of steel over a leather cuirass and sturdy shirt and padded pants. Even at a glance, Maelen could see that everything he wore was of the highest quality, like a nobleman dressed for a formal duel, but old and even tattered in places. He wore no helmet, which allowed her to see that his skin was gray and sagging like melted wax. His mouth hung open and toothless, a dark maw …but no sound came out. Yet by far the most disturbing were the sunken black pits where his eyes should have been. It was as if the man’s eyes had turned black and burst, running in thick rivulets down his cheeks.

A second figure shambled behind the man, this one a woman, dressed similarly, with the same empty, weeping eyes and gaping mouth. Her thin black hair clung to her head and neck as if she’d recently taken a bath, wet and stringy, almost oily.

As he stepped into the room, the man raised his gray gnarled hands towards Maelen, the skin hanging loose at his thin wrists.

Round 1! Maelen’s won the initiative for the party, so she’ll strike first with her two-handed longsword. Although they wear armor, the zombies are slow and awkward, so their AC is 11. Maelen has a +3 to hit, but rolls a 2 and misses.

Vessa’s turn. I can’t really justify her using Backstab in a small room, so it’s just a regular attack at +1 for her. She rolls a 3. Oof. Small comfort: These would have been Great Successes as skill rolls!

Can our non-fighting scribe score a hit to salvage this round? He can only wield his staff one-handed because of the torch, but he’ll still jab out and roll a 14! Hit! 3 damage brings the first zombie to 11 hp.

It’s now the zombies’ turn. Their hit bonus is equal to their HD, which is 2. Who will the male zombie attack? I roll a d3 to determine it’s Alric, which makes sense since he’s the only one who hit. With a 10 AC, the zombie only needs an 8 or better. I roll a 6, though. Whew.

The female zombie will advance and attack Maelen (also randomly determined but makes sense). It rolls a Nat-1! This is our first combat fumble. When an attacker is in melee and rolls a 1, the opponent gets a free attack. For Maelen’s counterstike, I roll a 9+3=12, which hits! She does 1d8 damage +2 for Str +1 for wielding two-handed. I roll 2, dealing 5 damage and dropping the second zombie to 8 hp.

What started as an anemic turn ended up okay for the party!

The move startled her, and the eyeless man lunged at the last moment. He made no sound—no breath, no snarl, no voice—just the soft scrape of boots on stone. Maelen stepped sideways and pushed him away with the flat of her blade, shouting in surprise. Unfortunately, the move sent the man stumbling directly towards the scribe, who, to his credit, swung that walking stick of his in response and kept the armored thing at arm’s length. Damned if she wasn’t more and more impressed with the lad.

The other figure lurched forward in a burst of speed, and Maelen saw that she wielded a spear identical to the one pinning the copper guardian to the wall in her two hands. Silently—and Maelen just now realized that the things made absolutely no noise except for their shuffling steps—the woman thrust the spear forward awkwardly. The blow had power but no grace, and Maelen parried and, on the backswing, scored a hit on her arm. The fabric of her sleeve tore under Maelen’s blade, but no blood spilled. Whatever these things were, they weren’t human. At least not anymore.

Round 2, and let’s have Alric try an initiative roll. His Initiative is 11, and rolls a 1! Another Great Success, which means less during initiative but is still cool.

Maelen will try and finish the zombie in front of her and rolls an 18! Almost a crit, but still an impressive hit. She again rolls 1d8+3 damage: 9! That’s a killing blow, and we’re down one zombie.

Now, Maelen has an ability called Opportunist, which means that, when reducing a foe to 0 hp, she can immediately strike another foe. She’ll use that ability now, which is her one time per level activation (though she can replenish it with a Short or Long Rest). She pirouettes and attacks the other zombie, rolling 12 and hitting again. This time she rolls 5 damage, and the second zombie is down to only 6 hp.

Vessa also has an ability, called Finisher. She rolls an 18 on the zombie and activates her ability, which she can do once per foe. When someone is at half or less of their starting Hit Points, they are technically Wounded, which is the trigger for Finisher, and it allows Vessa to inflict an additional 1d8 damage. That’s now 1d6+1d8+1, and I roll 7 total. Both zombies are dead, and that was a lot easier than I expected!

With a roar, Maelen gave her no chance to recover. She’d seen one of those spears driven through the breastplate of the automaton and into the stone wall. These things may not be fast or skilled, but they were strong. She swung her longsword in a horizontal arc, cleanly lopping off the woman’s head. The head rolled with a wet flop, the oily hair clinging to the stone like seaweed.

Maelen allowed the momentum of her attack to spin her towards the armored man. Without pausing the swing or her battle cry, the blade sunk into man’s leather-clad side with a thunk. It turned its eyeless head towards her, mouth gaping horribly and silently. It began to reach out towards her with gray, withered hands.

A flicker of motion at the edge of her vision, and then Vessa was there, her short blade buried into the back of the thing’s neck. The tip of her blade erupted from the man’s throat, again bloodlessly. Without a sound, it slumped to the stone floor and did not move.

The three of them panted and Maelen pulled her sword free of the cuirass to point at the shattered doorway. She stood, stance wide and ready, for several heartbeats. Nothing else emerged from the darkness.

“Torch,” she barked at the scribe, empty hand outstretched. He blinked at her in the firelight and then nodded quickly, handing it over. Maelen stepped forward, light in front of her, into the doorway. Shards of old, rotting wood crunched beneath her boot.

“Did you see their faces?” the lad was saying behind her. “Black tears, like the Lanternless! What does that mean?”

“There’s no blood,” Vessa’s voice added. Maelen could almost hear the frown in her voice. “And look at the scrollwork on this armor, Alric, and the tower emblem. These were humans once, I think. Worshippers of the Herald. But why would they lock their own down here and seal the door? What did they become?”

“Shut it, both of you,” Maelen said, moving her torch around in the shadows. “Come here. We’ve found your secret knowledge, lad. Let’s find out what they were guarding, eh?”

She stepped into the dark, and the dark seemed to lean closer to embrace her.

We end with some light housekeeping from this (still surprisingly easy) combat scene. Maybe I should have added to the number of zombies or beefed them up in some way? Or did the PCs just get lucky? I guess that I need some more encounters in Tales to know either way. In any case, I’ll give everyone 1 xp for the successful battle. That puts Vessa at 5 xp, halfway to Level 2, and more to come next week for sure. Alric and Maelen are at 3 xp.

Interestingly, I don’t think we’ve done anything to add to either the Threads or Character lists, though the connections between, for example, the Lanternless and Thornmere Hold are becoming stronger. As a result, I’ll duplicate a couple of the items on my lists to increase the chance of returning to these threads and characters with future rolls.

Finally, I’ll move the Chaos Factor from 5 to 6. The party is grappling with some forces bigger than them, and not at all out of the woods (so to speak). Remember too that Sarin and the Lanternless are intent on pursuing them, which I suspect will show up at the worst possible moment for our protagonists.

Next: Vault of the Sightless God [with game notes]

ToC05: Thornmere Hold

[game-notes version here]

Artwork by © anaislalovi. All rights reserved

V.

Frostmere 16, Hearthday, Year 731.

“I’ve never seen anything like it,” Alric muttered in awe.

Alric had been shaken awake before dawn, and they’d all eaten their rations, prepared their travel packs, and studied the map in relative silence. Maelen didn’t say it aloud, but it was clear that she still worried the Lanternless and Sarin the Nightwight would seek vengeance for their fallen comrades. Yet other than the trill of morning birds and chirping of insects, it seemed to Alric that they were utterly alone within the forested hills. The morning felt peaceful, reverent, and clear of danger, and he found himself smiling in anticipation of the day.

They’d camped near the ridge of the Greenwood Rise. In only a few dozen steps they’d reached the crest, and it was as if they stood atop the world. Above them was the blue, clear dome of sky. Below them, as far as the eye could see to the east, fog blanked everything. Only the top of the great Argenoak was visible, like a leafy island amidst what seemed an endless field of snow.

Maelen stood at his shoulder and the two looked out over the soft expanse of whiteness. She said nothing and her face was as hard as ever, but he took her silence as shared awe. The moment lasted several heartbeats, and then Maelen asked him, “Ready?”

Alric sighed and turned his back on the field of fog. To the west stretched forested foothills, though it seemed their perch reached higher than any of the western hills. Well, all except Dragon’s Mount, which sat like a shepherd overlooking the other hills, far on the horizon. Alric’s eyes studied the view, comparing it with the mental image of his map. He pointed. “It should be there,” he said. “Perhaps two-thirds of a day at my pace, nestled between those two hills.”

Maelen squinted at the map, across the hills, and back a few times. “Good,” she nodded, and clapped him on the shoulder. It was a friendly gesture, but felt like colliding with a warhorse. “Vess will trail us again, keeping watch. Let’s go.”

With one last glance eastward over the fog-packed expanse, he slipped the rolled map into the scroll case at this belt, adjusted his travel pack, gripped his staff, and followed.

Traveling downslope at first seemed far easier than up, and they set a good pace. By midmorning, however, his knees ached, and he found that he must constantly watch his footing or stumble. When they took their first break of the day for water and rations, the forest had swallowed them, making it nearly impossible to discern the surrounding hills. He studied his parchment map, tracing a fingertip across their route.

Vessa took a long swig of water and asked, “We’re almost there, yeah? So are you going to tell us finally where we’re going and what we’re looking for?”

Alric looked up from the map, blinking. “Oh! Of course. This afternoon we’ll reach Thornmere Hold.”

Vessa and Maelen traded a glance. Vessa shook her head. “Never heard of it.”

“Ah. No surprise there. Long ago, it was a place where scribes of The Herald stored knowledge too dangerous or heretical to catalog in the Tower of Public Record. The Inkbinders Lodge has done its best to purge any mention of the place, but I found a scroll referencing it and was able to, eventually, uncover its location. It’s been abandoned for more than a hundred years.”

“What sort of dangerous knowledge?” Maelen said, her broad face dour. “What’s so scary on scrolls that they have to put it out here?”

“Well, that’s the question, isn’t it?” Alric said excitedly.

“You don’t know?” Vessa asked incredulously.

Alric blinked again, confused. “It’s forbidden knowledge. How would I know?”

Maelen chuckled and Vessa shook her head.

“What?” Alric asked. “You seem disappointed.”

“We thought it was treasure, is all,” Vessa shrugged. “Should’ve known. The boy hires two blades for a scroll hunt.”

“What’s more valuable than knowledge?” Alric asked, genuinely baffled.

“Yeah, okay,” the thief rolled her eyes, stood, and stretched her back. “Let’s find it and get home, then. The day isn’t getting any longer.”

“But–” Alric sputtered. “You don’t understand…”

“Shut it, lad. It’s your coin. We’ll get you there and back to Oakton, your arms full of dusty, scary scrolls.” She raised her eyebrows at this last bit, mocking.

He kept his face still, but inwardly Alric winced at the words. What had he hoped for? That they would be so enamored with this quest that they wouldn’t demand the second payment when they’d returned to the city? For the hundredth time, his mind worried over how he would conjure forty silver thorns by the time they’d returned. He’d been so concerned they wouldn’t take the job with what he had to offer that he’d pushed the problem to later, a tendency about which his master at the Lodge had scolded him more than once. Yet his mind offered no answers. Every journey was simply a collection of steps, he reminded himself. Next step, find Thornmere Hold. He’d figure out something about the missing coin.

In the relative quiet of the moment, Maelen turned her attention to Vessa. “No sign of being followed, then?”

Vessa shook her head, running a palm over the stubble. Alric wondered, why had she shaved her head before their journey? He knew so little about these mercenaries he’d trusted to guide him through the wilds, and Vessa in particular was an enigma.

“But you marked where Old Yara said the camp was?” the hard warrior asked.

“Of bloody course,” Vessa said testily.

“Wait, why?” Alric swallowed. “You want to know where their camp is so we can avoid it when we return?” He looked between both mercenaries. They traded a look with each other, and Maelen smiled, the scar on her face tugging.

“That,” she said. “And Vess and I are likely to come back, looking for that buried treasure Sarin’s guarding. After we’ve taken you home, lad. Nothing for you to worry about.”

“But,” he found himself standing abruptly. “I told you: He’s a Nightwight! You can’t possibly hope to–”

“As I said,” Maelen held up a hand, her voice taking a keen edge. “Nothing for you to worry about, lad. Drop it.”

He did, and the beginnings of an idea began forming at the edge of his imagination. Perhaps he could avoid the second payment after all. Every journey is a collection of steps, he told himself again, like a mantra, and the next step is to find Thornmere Hold. But after that… Well, it might work. He felt a twinge of guilt but quickly pushed it down. One step at a time.

Without further discussion, they followed a valley between two low hills as it snaked westward. Though the canopy overhead kept the forest shadowed and cool, the blue sky peeked through above. Birds and insects filled the valley with sound while Alric’s shuffling steps and Maelen’s heavy stride rustled the undergrowth. Vessa, for her part, followed behind them, but even when he tried, he couldn’t hear her passage through the forest.

Sometime past midday, something in the woods changed. A hush fell upon them, devoid of any noise but their steps. Maelen stopped them, listening. Heavy silence hung all around.

“What is it?” Alric whispered. His heart began to pound, beating in his ears.

“Shh!” Maelen hissed angrily. Her eyes darted around the trees, which had grown denser, weaving together overhead like shuttered windows.

Vessa appeared at Alric’s shoulder, and he squawked in surprise. He would never get used to how she moved through the forest like smoke. Maelen shot him a poisonous look and then leaned towards Vessa.

“Predator?” the muscled woman whispered. Vessa chewed her bottom lip, her freckled face swiveling to look all around them, and shrugged.

Alric sensed a hum in the air, not a sound exactly, not anything perceptible by his human senses. But it was there, nonetheless. He closed his eyes, trying to still his frantic heart and labored breathing.

“Not a predator,” he murmured, reverent, but not soft. He opened his eyes to see Maelen and Vessa staring at him. “It’s magic. We’re here.”

“Lad!” Maelen barked at him in a harsh whisper, but Alric limped forward, leaning on his staff.

He looked down and smiled. Below one foot was a flattened, worn stone. A steppingstone, marking a path but barely visible amidst the fallen leaves and moss.

Maelen appeared at his side, and Alric had the sense she’d meant to drag him back. But she followed his gaze and widened her eyes. He smiled when she looked at him questioningly.

What remained of Thornmere Hold was nestled in a hollow glade where the earth seemed sunken, like the land itself had tried to bury the place. Once within the glade, the steppingstone path was more obvious and led to faint stone steps that descended from the forest’s edge into a ruin overgrown with vines, moss, roots, and black lichen. At the heart of the ruins, half-toppled, were a crumbled half-circle of standing stones. Beyond those lay a fallen obelisk, broken into three large pieces of stone. Something had been carved into the stone, but the forest and weather had obscured any details.

Alric stood at the top of the steps, marveling at the place. The magic here was like standing near the embers of a fire, but it wasn’t warmth he felt. It thrummed in his jaw, in the bones of his fingers. He swallowed, unsure whether it comforted or warned. Otherwise, there was simply silence.

“I don’t like this place,” Vessa said, standing at one of Alric’s shoulders and crossing her arms over her chest.

“Shut it, Vess,” Maelen grumped from his other shoulder. “Where are the scrolls, lad? What are we looking for?”

“I… don’t know exactly,” he said reverently. “But there must be a door somewhere.”

“Well, let’s go then,” Maelen said, stepping forward and taking two steps towards the sunken glade.

Alric and Vessa followed her lead. It was eerie in a place so quiet. The shadows in the glade felt deeper somehow. It must have been near midafternoon, yet any hint of the sky overhead had vanished. Instead, it felt as if Thornmere Hold was in a perpetual gloom of twilight.

They searched the glade carefully, making as little noise as possible. Without discussion, Maelen drifted right, Vessa left, and Alric middle. The deeper he stepped into the area, the more he felt as if the place was watching, waiting. Hungry, that was the word. Not for food. For something else.

At one point, he lost himself at the center of the fallen standing stones. Here, chosen scribes of the Inkbinders Lodge had performed rituals, discussed history, and defended the banished texts from outsiders. What must their lives had been like? How had they been chosen for this sacred task? Had the glade ever fallen under attack? And why had the place been abandoned, so many years ago? He sighed, yearning for the stones to speak to him and share their vigilant observations.

“Here,” Vessa’s voice broke the silence. Alric blinked and shook himself out of his reverie, searching for the source of the voice. The stubble-headed, lithe woman in leathers crouched just beyond the base of the fallen obelisk, rubbing at her nose and frowning down at something. He and Maelen picked their way through the clearing to her.

Vessa crouched beside a stone disk half-sunk in the earth, its face etched with runes worn smooth by centuries and swallowed by moss and black lichen. Had the carvings once been script or images, it was impossible to tell. The disk was wide, flush with the earth, carved into the hollow like a massive stone plug. Alric saw now that its edge formed a faint seam—not a true lid, perhaps, but a seal. Something meant to be kept closed.

“It’s a door,” Vessa said, pointing a thin finger. Alric supposed fine hands were good for a thief. “See here? There’s room to swing it aside. The scrolls must be below ground.”

Maelen grunted. “Think the two of us can lift it?”

“It’s sealed,” Vessa said, rubbing again at her nose. “And maybe trapped. I’ll take a closer look.” She dropped to her stomach in the grass, her face close to the stone.

For several heartbeats, Maelen and Alric stood mutely watching the woman as she squinted and touched the edge of the circular stone. For Alric, it meant constantly feeling the low hum of magic everywhere in the glade, like an itch he couldn’t scratch. It was both intriguing and maddening in equal parts.

Vessa crawled the perimeter of the door, grunting softly as her fingers traced the edge.

“Definitely trapped,” she mumbled. “Not mechanical. Magical, maybe? But they’d leave a bypass…” She grinned suddenly. “There. Got it.” Her tongue peeked from the corner of her mouth as she dug into the mossy ground, then paused to breathe deep. Vessa glanced up at them.

“You might want to step back,” she said with a wry grin. “Just in case.”

Alric blanched and shuffled backwards several strides. Maelen, frowning, took two cautious steps backwards but stayed closer to the door.

“You got it?” Maelen asked, voice low and taut.

The woman had fished some tools from a belt pouch and was digging at the same spot with them. “I got it,” she breathed. “Probably. Here goes.”

For a moment, Vessa’s face turned red as she struggled with something Alric couldn’t see. The moment stretched, quiet as breath. Then, with a sharp exhalation of triumph, she smiled up at them. The woman stuffed her iron tools back into the pouch, scrambled to a crouch, and dipped both hands beneath the stone. There was a crack and pop, like a wine flask opening for the first time, and then Vessa was pushing the stone with steady effort.

As she’d predicted, the stone door swung wide, scraping along the ground as it went. When Vessa had pushed it aside and stood, slapping dirt from her front and grinning, they all looked down. The door left a circular opening into the earth, still partially covered by the stone. Worn, stone steps led down. Shadows pooled in the stairwell, impossibly deep for daylight, as if night waited just below.

The accomplishment of what he witnessed overwhelmed him a moment. He’d done it. He’d found the right skills to get him here from Oakton, to find and open the vault. And here it was, waiting for him. Not just hidden knowledge, but perhaps a key to understanding the magic he felt just beyond his reach.

Thornmere Hold opened like a waiting mouth, silent and expectant, beckoning him forward.

Next: Into the Darkness [with game notes]

ToC05: Thornmere Hold [with game notes]

[prose-only version here]

Artwork by © anaislalovi. All rights reserved

Our party has survived their first day and night in the wilds outside of Oakton. Today they push on towards the mysterious Thornmere Hold (Alric’s quest), with the promise of buried treasure of some kind in the woods and, though the party doesn’t know this for sure, the Lanternless on their heels.

Having done resting and healing at the end of last post, we’re back to Hexploration for Day 2. First, we’ll check the weather on a d12: I get a 7, which is “More Humid.” I was apparently prescient by adding the fog to the night before.

We’re keeping the same travels roles: Maelen will Look Out, Alric will Guide (with his map), and Vessa will act as Rearguard, working to conceal the party’s tracks in case of pursuit. Now that they’re at the ridge of the Greenwood Rise, I’ll make an Intelligence roll (+1 for the map) to see how well Alric guides them through Day 2. I roll a 4, which is a Great Success! He was made for this outdoors stuff! This result means that not only will he prevent them from getting lost, but they can also find Thornmere Hold without spending time exploring the hex. Meanwhile, how well does Vessa hide their tracks and stay out of sight? I’ll make a Stealth roll for her (Dexterity +1), and roll a 3, also a Great Success! They’re off to a stellar start.

Now the all-important Consult the Bones roll to see if anything untoward happens to them today. I once again grab my Hammer of Judgment, Twins of Fate, and Fortune dice and roll away. Once again, the Twins are divided and cancel each other out. The Judgment die, however, says “no,” so there is no random encounter for the day. And for the first time the Fortune die smiles upon the party, showing a sun icon. They’ll get an additional benefit… best day ever!

What could that benefit be? Let’s return to my Threads and Character Mythic lists. Each is up to 7 entries. I’ll roll a d8, and if I get an 8 I’ll treat that as a random/unexpected wrinkle and will roll on the more generic Oracle charts. I roll a 2, which on my Threads list is “Alric’s forbidden tome and emerging magic.” Hm. I’ll interpret this to mean that he will get a free Sense Magic check once they reach Thornmere Hold, hopefully to verify he’s found what he’s looking for.

As a final housekeeping note, I’ll keep the Chaos Factor at 5. They’re navigating the wilds well, but the Lanternless are lurking, and they are in a dangerous forest.

V.

Frostmere 16, Hearthday, Year 731.

“I’ve never seen anything like it,” Alric muttered in awe.

Alric had been shaken awake before dawn, and they’d all eaten their rations, prepared their travel packs, and studied the map in relative silence. Maelen didn’t say it aloud, but it was clear that she still worried the Lanternless and Sarin the Nightwight would seek vengeance for their fallen comrades. Yet other than the trill of morning birds and chirping of insects, it seemed to Alric that they were utterly alone within the forested hills. The morning felt peaceful, reverent, and clear of danger, and he found himself smiling in anticipation of the day.

They’d camped near the ridge of the Greenwood Rise. In only a few dozen steps they’d reached the crest, and it was as if they stood atop the world. Above them was the blue, clear dome of sky. Below them, as far as the eye could see to the east, fog blanked everything. Only the top of the great Argenoak was visible, like a leafy island amidst what seemed an endless field of snow.

Maelen stood at his shoulder and the two looked out over the soft expanse of whiteness. She said nothing and her face was as hard as ever, but he took her silence as shared awe. The moment lasted several heartbeats, and then Maelen asked him, “Ready?”

Alric sighed and turned his back on the field of fog. To the west stretched forested foothills, though it seemed their perch reached higher than any of the western hills. Well, all except Dragon’s Mount, which sat like a shepherd overlooking the other hills, far on the horizon. Alric’s eyes studied the view, comparing it with the mental image of his map. He pointed. “It should be there,” he said. “Perhaps two-thirds of a day at my pace, nestled between those two hills.”

Maelen squinted at the map, across the hills, and back a few times. “Good,” she nodded, and clapped him on the shoulder. It was a friendly gesture, but felt like colliding with a warhorse. “Vess will trail us again, keeping watch. Let’s go.”

With one last glance eastward over the fog-packed expanse, he slipped the rolled map into the scroll case at this belt, adjusted his travel pack, gripped his staff, and followed.

Traveling downslope at first seemed far easier than up, and they set a good pace. By midmorning, however, his knees ached, and he found that he must constantly watch his footing or stumble. When they took their first break of the day for water and rations, the forest had swallowed them, making it nearly impossible to discern the surrounding hills. He studied his parchment map, tracing a fingertip across their route.

Vessa took a long swig of water and asked, “We’re almost there, yeah? So are you going to tell us finally where we’re going and what we’re looking for?”

Alric looked up from the map, blinking. “Oh! Of course. This afternoon we’ll reach Thornmere Hold.”

Vessa and Maelen traded a glance. Vessa shook her head. “Never heard of it.”

“Ah. No surprise there. Long ago, it was a place where scribes of The Herald stored knowledge too dangerous or heretical to catalog in the Tower of Public Record. The Inkbinders Lodge has done its best to purge any mention of the place, but I found a scroll referencing it and was able to, eventually, uncover its location. It’s been abandoned for more than a hundred years.”

“What sort of dangerous knowledge?” Maelen said, her broad face dour. “What’s so scary on scrolls that they have to put it out here?”

“Well, that’s the question, isn’t it?” Alric said excitedly.

“You don’t know?” Vessa asked incredulously.

Alric blinked again, confused. “It’s forbidden knowledge. How would I know?”

Maelen chuckled and Vessa shook her head.

“What?” Alric asked. “You seem disappointed.”

“We thought it was treasure, is all,” Vessa shrugged. “Should’ve known. The boy hires two blades for a scroll hunt.”

“What’s more valuable than knowledge?” Alric asked, genuinely baffled.

“Yeah, okay,” the thief rolled her eyes, stood, and stretched her back. “Let’s find it and get home, then. The day isn’t getting any longer.”

“But–” Alric sputtered. “You don’t understand…”

“Shut it, lad. It’s your coin. We’ll get you there and back to Oakton, your arms full of dusty, scary scrolls.” She raised her eyebrows at this last bit, mocking.

He kept his face still, but inwardly Alric winced at the words. What had he hoped for? That they would be so enamored with this quest that they wouldn’t demand the second payment when they’d returned to the city? For the hundredth time, his mind worried over how he would conjure forty silver thorns by the time they’d returned. He’d been so concerned they wouldn’t take the job with what he had to offer that he’d pushed the problem to later, a tendency about which his master at the Lodge had scolded him more than once. Yet his mind offered no answers. Every journey was simply a collection of steps, he reminded himself. Next step, find Thornmere Hold. He’d figure out something about the missing coin.

In the relative quiet of the moment, Maelen turned her attention to Vessa. “No sign of being followed, then?”

Vessa shook her head, running a palm over the stubble. Alric wondered, why had she shaved her head before their journey? He knew so little about these mercenaries he’d trusted to guide him through the wilds, and Vessa in particular was an enigma.

“But you marked where Old Yara said the camp was?” the hard warrior asked.

“Of bloody course,” Vessa said testily.

“Wait, why?” Alric swallowed. “You want to know where their camp is so we can avoid it when we return?” He looked between both mercenaries. They traded a look with each other, and Maelen smiled, the scar on her face tugging.

“That,” she said. “And Vess and I are likely to come back, looking for that buried treasure Sarin’s guarding. After we’ve taken you home, lad. Nothing for you to worry about.”

“But,” he found himself standing abruptly. “I told you: He’s a Nightwight! You can’t possibly hope to–”

“As I said,” Maelen held up a hand, her voice taking a keen edge. “Nothing for you to worry about, lad. Drop it.”

He did, and the beginnings of an idea began forming at the edge of his imagination. Perhaps he could avoid the second payment after all. Every journey is a collection of steps, he told himself again, like a mantra, and the next step is to find Thornmere Hold. But after that… Well, it might work. He felt a twinge of guilt but quickly pushed it down. One step at a time.

Without further discussion, they followed a valley between two low hills as it snaked westward. Though the canopy overhead kept the forest shadowed and cool, the blue sky peeked through above. Birds and insects filled the valley with sound while Alric’s shuffling steps and Maelen’s heavy stride rustled the undergrowth. Vessa, for her part, followed behind them, but even when he tried, he couldn’t hear her passage through the forest.

Sometime past midday, something in the woods changed. A hush fell upon them, devoid of any noise but their steps. Maelen stopped them, listening. Heavy silence hung all around.

“What is it?” Alric whispered. His heart began to pound, beating in his ears.

“Shh!” Maelen hissed angrily. Her eyes darted around the trees, which had grown denser, weaving together overhead like shuttered windows.

Vessa appeared at Alric’s shoulder, and he squawked in surprise. He would never get used to how she moved through the forest like smoke. Maelen shot him a poisonous look and then leaned towards Vessa.

“Predator?” the muscled woman whispered. Vessa chewed her bottom lip, her freckled face swiveling to look all around them, and shrugged.

It’s time for Alric’s free Sense Magic attempt, provided by the Fortune die from earlier. To do so, he rolls an Int (Arcane Lore) check, which means he must roll 16 or lower. I roll 16 exactly. Whew.

Alric sensed a hum in the air, not a sound exactly, not anything perceptible by his human senses. But it was there, nonetheless. He closed his eyes, trying to still his frantic heart and labored breathing.

“Not a predator,” he murmured, reverent, but not soft. He opened his eyes to see Maelen and Vessa staring at him. “It’s magic. We’re here.”

“Lad!” Maelen barked at him in a harsh whisper, but Alric limped forward, leaning on his staff.

He looked down and smiled. Below one foot was a flattened, worn stone. A steppingstone, marking a path but barely visible amidst the fallen leaves and moss.

Maelen appeared at his side, and Alric had the sense she’d meant to drag him back. But she followed his gaze and widened her eyes. He smiled when she looked at him questioningly.

What remained of Thornmere Hold was nestled in a hollow glade where the earth seemed sunken, like the land itself had tried to bury the place. Once within the glade, the steppingstone path was more obvious and led to faint stone steps that descended from the forest’s edge into a ruin overgrown with vines, moss, roots, and black lichen. At the heart of the ruins, half-toppled, were a crumbled half-circle of standing stones. Beyond those lay a fallen obelisk, broken into three large pieces of stone. Something had been carved into the stone, but the forest and weather had obscured any details.

Alric stood at the top of the steps, marveling at the place. The magic here was like standing near the embers of a fire, but it wasn’t warmth he felt. It thrummed in his jaw, in the bones of his fingers. He swallowed, unsure whether it comforted or warned. Otherwise, there was simply silence.

“I don’t like this place,” Vessa said, standing at one of Alric’s shoulders and crossing her arms over her chest.

“Shut it, Vess,” Maelen grumped from his other shoulder. “Where are the scrolls, lad? What are we looking for?”

“I… don’t know exactly,” he said reverently. “But there must be a door somewhere.”

“Well, let’s go then,” Maelen said, stepping forward and taking two steps towards the sunken glade.

Alric and Vessa followed her lead. It was eerie in a place so quiet. The shadows in the glade felt deeper somehow. It must have been near midafternoon, yet any hint of the sky overhead had vanished. Instead, it felt as if Thornmere Hold was in a perpetual gloom of twilight.

They searched the glade carefully, making as little noise as possible. Without discussion, Maelen drifted right, Vessa left, and Alric middle. The deeper he stepped into the area, the more he felt as if the place was watching, waiting. Hungry, that was the word. Not for food. For something else.

At one point, he lost himself at the center of the fallen standing stones. Here, chosen scribes of the Inkbinders Lodge had performed rituals, discussed history, and defended the banished texts from outsiders. What must their lives had been like? How had they been chosen for this sacred task? Had the glade ever fallen under attack? And why had the place been abandoned, so many years ago? He sighed, yearning for the stones to speak to him and share their vigilant observations.

“Here,” Vessa’s voice broke the silence. Alric blinked and shook himself out of his reverie, searching for the source of the voice. The stubble-headed, lithe woman in leathers crouched just beyond the base of the fallen obelisk, rubbing at her nose and frowning down at something. He and Maelen picked their way through the clearing to her.

Vessa crouched beside a stone disk half-sunk in the earth, its face etched with runes worn smooth by centuries and swallowed by moss and black lichen. Had the carvings once been script or images, it was impossible to tell. The disk was wide, flush with the earth, carved into the hollow like a massive stone plug. Alric saw now that its edge formed a faint seam—not a true lid, perhaps, but a seal. Something meant to be kept closed.

“It’s a door,” Vessa said, pointing a thin finger. Alric supposed fine hands were good for a thief. “See here? There’s room to swing it aside. The scrolls must be below ground.”

Maelen grunted. “Think the two of us can lift it?”

“It’s sealed,” Vessa said, rubbing again at her nose. “And maybe trapped. I’ll take a closer look.” She dropped to her stomach in the grass, her face close to the stone.

Time for Vessa the rogue to earn her keep! We begin with a Fate question: Is the door trapped? I’ll put the odd as “Likely,” which at Chaos Factor 5 is a 65% chance of being a yes. I roll 49. Yep.

Tales of Argosa’s efficient rulebook dedicates a surprising amount of real estate to traps, so I’ll dive into those rules now. These rules only cover “simple” traps (i.e. traps that trigger once and are done), so I’ll save myself a headache and say that the door has a simple trap upon it.

What sort of trap is it? First, I roll 2d6 to determine its danger level. I roll 8: Moderate. Next, what’s the trigger? I roll another 8 on 2d6, which gives me “Open, Move, or Interact With,” which makes sense: open the door and the trap goes off. To determine the trap’s “mode of attack,” I roll a d20 and get 11, which is a Deadfall trap. The idea here is that something heavy falls on the victim, which is a little odd given that it’s a flat stone door lying outdoors on the earth. Hm. Maybe I’ll make this more of a magical effect, crushing the person as if a stone fell on them. That makes sense for guardians who didn’t want either the door damaged or people to get into the vault after the trap triggers. So, if the trap triggers, anyone near the door will need to make a Luck (Dex) save or take 2d12 damage and roll 1d12 on the Blunt Trauma table. Yikes.

Because, presumably, new scrolls were occasionally moved into the vault, the trap likely has a Bypass. What is it? I again roll 2d6, and roll 7, which means that there is a hidden switch, lever, or pressure plate.

Trap set, let’s talk about how to handle traps in a solo-play game. In a group game of Tales, I as the GM would be asking players what they’re doing to assess the trap and puzzle it out at the table. At some point, I would decide whether they’d done enough or whether I’d require a check. Instead, I’m going to make a single roll. Success means they’ve figured out a way to bypass the trap (possibly with an additional roll). Failure means they stumble into it.

Vessa is the one examining the door. She makes a Traps & Locks roll. She’s not magical, but success will mean that she’ll puzzle out that the switch exists somewhere. Since this is first a thinking exercise, I’ll use her Intelligence, 10 + 1 for the skill. I roll 8, which is a success! She sees that a trap exists, and that it must have a bypass.

Now let’s see if she can successfully disarm it. Now I look to her Dexterity, 16 + 1 for the skill. I roll a 6, which is a Great Success. Trap averted. Go Vessa go! I’ll give her 2 xp, per the rulebook, for detecting and disarming the trap (one of the many things I like about Tales of Argosa is the granting of experience for not only combat, but also loot, exploration, and social encounters).

For several heartbeats, Maelen and Alric stood mutely watching the woman as she squinted and touched the edge of the circular stone. For Alric, it meant constantly feeling the low hum of magic everywhere in the glade, like an itch he couldn’t scratch. It was both intriguing and maddening in equal parts.

Vessa crawled the perimeter of the door, grunting softly as her fingers traced the edge.

“Definitely trapped,” she mumbled. “Not mechanical. Magical, maybe? But they’d leave a bypass…” She grinned suddenly. “There. Got it.” Her tongue peeked from the corner of her mouth as she dug into the mossy ground, then paused to breathe deep. Vessa glanced up at them.

“You might want to step back,” she said with a wry grin. “Just in case.”

Alric blanched and shuffled backwards several strides. Maelen, frowning, took two cautious steps backwards but stayed closer to the door.

“You got it?” Maelen asked, voice low and taut.

The woman had fished some tools from a belt pouch and was digging at the same spot with them. “I got it,” she breathed. “Probably. Here goes.”

For a moment, Vessa’s face turned red as she struggled with something Alric couldn’t see. The moment stretched, quiet as breath. Then, with a sharp exhalation of triumph, she smiled up at them. The woman stuffed her iron tools back into the pouch, scrambled to a crouch, and dipped both hands beneath the stone. There was a crack and pop, like a wine flask opening for the first time, and then Vessa was pushing the stone with steady effort.

As she’d predicted, the stone door swung wide, scraping along the ground as it went. When Vessa had pushed it aside and stood, slapping dirt from her front and grinning, they all looked down. The door left a circular opening into the earth, still partially covered by the stone. Worn, stone steps led down. Shadows pooled in the stairwell, impossibly deep for daylight, as if night waited just below.

The accomplishment of what he witnessed overwhelmed him a moment. He’d done it. He’d found the right skills to get him here from Oakton, to find and open the vault. And here it was, waiting for him. Not just hidden knowledge, but perhaps a key to understanding the magic he felt just beyond his reach.

Thornmere Hold opened like a waiting mouth, silent and expectant, beckoning him forward.

Next: Into the Darkness [with game notes]

ToC04: Old Yara

[game-notes version here]

Artwork by © anaislalovi. All rights reserved

IV.

Frostmere 15, Goldday, Year 731.

The afternoon had grown long within the Greenwood Rise, golden light dappling the small glade. Vessa’s head and stomach both felt hollow, raw and carved out like a melon. She still had no idea what happened last night. Woke in a barn with a dog licking her face, a missing tooth, shaved head, and a government writ-seal in her pocket. Lotus leaf and drink, but what else? Whatever had happened then, right now what her body yearned to do was spend a full day in darkness, retching and clutching her stubbled skull. Instead, she’d been tromping slowly west of Oakton, up and up through the forested hills, following a lamed scribe and stumbling upon a group of outcasts.

She took no pleasure in sneaking up on the one whose throat she’d slit. The bald man with the black tar-marks on his cheeks wasn’t the first nameless idiot who’d died without ever seeing her approach, and he bloody well wouldn’t be the last. But killing left her in a foul mood, and her mood had already been foul. Vessa spit a glob of bile, briefly remembering the man’s choking gasp, the hot blood that spilled down his dirty shirt. With a grimace, she pushed the images away and focused on the woman in front of her.

The crone must have been four times Vessa’s age, back bent by labor and hair white and wild as loose spider webs. She regarded Vessa with a natural look of distaste on her wrinkled, leathery face, thin lips pursed. The same black streaks as the man she’d slain decorated her cheeks, and she wore a dirty homespun shift and a bulky necklace of—Vessa squinted—blobs of wax? She decided that the old woman was poor as dirt and, glancing at her almost black feet, had been living out here for a long, long time.

“Ye killed ‘em, then? The others?” the woman asked into the growing silence with a dry, papery voice.

Vessa shrugged, rubbing at her crooked nose, an old injury that flared whenever her temper did. Her shaved head felt too cold and tingly in the autumn air, and she moved her hand to brush over the unfamiliar stubble. Gods, she needed some proper sleep.

“You’re not the one asking questions,” Vessa muttered. “So shut it.”

The old woman crossed her thin arms, little more than loose flesh dangling from bones, and squinted hard at Vessa. Dammit all. Vessa knew that she wasn’t particularly charming in the best of times, but she’d fumbled their interaction already. She saw clearly that this woman wasn’t going to tell them a bloody useful thing.

“We did kill them,” Maelen said, stepping forward in a crunch of leaves. “They friends of yours?”

“Not as much. Bah,” the woman scoffed, turning her attention to Mae. “They woulda done the same t’you, I s’pose. Sorry fer it, though. Good people, hard workin’.”

Maelen sighed. “I was coming up to talk to you all when I tripped. Then there was yelling and people coming down the hill at me with weapons.”

“Heh,” she smiled wearily, showing three withered teeth in otherwise empty gums. “Didn’t expect you, eh? Big warrior wif a sword bigger’n they’d ever seen, I bet. They weren’t soldiers. Jassel was a chimmy-sweep. Bran a lampligh’er. Karn was a stablehand.”

“The bearded one with the club? His name was Karn?” Maelen asked.

The woman nodded, sucking at her top lip.

Maelen turned to show the side of her leather vest. It was scarred with two small tears in the leather. “He hit me one good. Strong fellow. A different day, it could have been me in the dirt.”

The old woman nodded. “Kinda you to say,” she said. “Wha’s yer name?”

“Maelen. Yours?”

“Yara. Folks call me Old Yara if’n ‘cause I’m older’n the sun.” She smiled her gummy smile.

Maelen chuckled. “Seems to me, all the young ones are lying dead in the leaves and you’re still here, Old Yara.”

“True ‘nuf,” the woman nodded once. “I’m a survivor.”

“Yes ma’am,” Maelen cocked her head. “What’s with the black goop on your cheeks?”

“Oh,” Old Yara waved a hand dismissively. “Jus’ somefin’ the Night Captain makes us do, to be part ‘o his gang. Calls us the Lanternless, and I never met anyone hates the light much as him. Don’ even like us makin’ fires at night, so I’ve got used t’eat’n meat raw.”

“He an outcast from Oakton too?” Maelen asked casually, and even amidst Vessa’s hollowed-out haze, she admired the mercenary. Whereas Old Yara immediately hated Vessa, Maelen had used her streetwise charm to turn her around. If they’d been in the city, the old woman would have been offering them tea. Quietly, Vessa drifted back from the conversation, letting Mae take the old woman’s full attention.

She glanced over at Alric, the scribe, who had found a place to sit and stretch his legs out beneath him, back against a tree. The man’s eyes were watching Old Yara and Maelen intently, probing. She decided not to interrupt his eavesdropping. The last thing they needed was for the kid to yelp in surprise and break the spell Maelen was weaving with the old outcast. Keeping her eyes scanning for anyone approaching, Vessa brought her attention back to the conversation.

“He was a lamplighter too, then?” Maelen was saying in response to whatever Old Yara had answered. “Like the one in your group?”

“A lampligh’er, aye, like Bran. Had a pole ‘n whistle his whole life ‘n wore the city’s colors. When the Night Captain talks ‘bout Oakton, s’like he’s still walkin’ its bones,” the old woman bobbed her head. “But he did his work long ago, mind. Long time.”

“So he’s got the age of experience like you, eh?” Maelen folded her thick arms casually, a move Vessa thought was to remind Old Yara of her strength while seeming relaxed.

The crone waved a hand, shooing away Maelen’s words. “Naw, naw… he’s older’n me but you got the wrong idea.” Her eyes twinkled in the dappled sunlight. “He ain’t human, see. He’s been walkin’ these woods longer’n any o’ us.” She paused. “The Night Captain’s a ghost.”

Alric shifted, sitting up straighter and practically buzzing with questions. Vessa cocked an eyebrow herself. What in the bloody mists was going on out here?

Thankfully, as if reading her thoughts, Maelen asked. “A ghost? Now why would a bunch of outcasts band together to follow a ghost out here in the wilds?”

The way she posed the question clearly hit Old Yara badly, as if she suddenly realized she were being interrogated. Or perhaps there was some other offense in the words none of them understood. Whatever the case, the woman’s face hardened, and she crossed her thin arms, mirroring Maelen’s posture. “Well, we’re outcasts, ain’t we? Gotta survive. The Night Captain’s tougher’n anything we meet out here, includin’ you and your pups. If he was here, you’d be skinned and hangin’ from that tree, sure as night.”

Maelen saw that she’d struck a nerve. She held up a hand in peace. “Now listen, Old Yara, I didn’t–”

“I think,” the woman spat, barreling forward and getting herself riled up. “You’ll be hangin’ there soon anyway. Night Captain’s not gonna like you cullin’ his flock none. How d’you think it’ll feel, when your skin comes off in strips and your pups are screamin’ while he pulls their tongues out one by one?” Something unsettling filled the old woman’s voice, hard and mean. “Will ya be so tough then? Your big sword won’ do squat to the Night Captain. You’ll die wailin’ and beggin’ tonight, sure as night. And I’ll be watchin’ and laughin’ the whole time!” She cackled.

Maelen’s lip curled, the patience slipping like bark from a burned tree. Then, quick as a snake’s strike, she backhanded the old woman. It wasn’t a strong blow, and done so casually that Maelen’s expression looked almost bored. Old Yara spilled to the ground with a surprised yelp, and when she looked up from her hands and bony knees, fear flickered across her face.

“That’s enough of that,” the warrior said. “I’m just trying to have a conversation, Old Yara. I don’t need you scaring the lad and lass. Okay?”

The crone scampered to her knees on the forest floor, wiping blood from her lip with the back of one hand. Her eyes had gone flat and distant.

“Sure, sure,” she said. “Ask yer questions, then.”

The light was fading by the time Maelen had finished her conversation. They left Old Yara tied sitting to a tree, using a shirt from one of the dead men. When Alric protested that the old woman would die left like that, Maelen assured him that Sarin and the Lanternless would seek out their patrol when it didn’t return and so would find her long before she succumbed to hunger or thirst. She also argued that, if the Lanternless had claimed this part of the Greenwood Rise as their territory, the chances of a predator finding Old Yara before her gang were slim. Alric didn’t seem convinced but wisely didn’t push the issue.

Instead, all the scribe wanted to talk about was the gang’s leader, Sarin the Night Captain.

“It’s a Nightwight, I’m sure of it,” he said breathlessly to Vessa as they pushed through some underbrush. “Several scholars have written about them, but I don’t believe anyone has seen one in more than a generation!”

Vessa scanned the forest for danger but had stayed by Alric’s side to help him keep Maelen’s pace. The warrior had said they needed to gain as much distance from Old Yara and where she’d said the Lanternless’ camp was as possible, and soon darkness would make stumbling through the forest foolish. They still crawled at a frustratingly slow speed because of the man’s limp, but Vessa had to admit that he was pushing himself without complaint.

Despite herself, she was curious. “What’s a Nightwight, then? Is it a ghost like she said?”

“More solid,” Alric panted. “A corpse risen and filled with spirits, not a spirit itself. But powerful and consumed by some purpose that keeps the body moving. For Sarin—ow!” he yelped as a branch thwacked him across the cheek. “For Sarin, it seems it’s whatever he has buried at their camp that the woman said he wouldn’t let any of them see. What do you think it is? Is he guarding it or waiting for something to happen related to it?”

“Old Yara said he was waiting for a sign. ‘The Blind Sovereign will send a herald,’ she said. What do you think that means?”

“I have no idea,” Alric said, frustrated. “But I want to ask some people at the Inkbinders Lodge when we’re back. It’s remarkable, don’t you think? I mean, it’s all utterly terrifying, but still… this could be something–”

“By the Rootmother’s teat, shut up you two!” Maelen said from the deepening shadows ahead. “Keep up and keep your ears open and mouths tight.”

Maelen continued to push them hard. Vessa wouldn’t have minded, especially at the scribe’s halting pace, except for her pounding head and sour stomach.

Eventually, long after Vessa thought advisable, it became clear even to Maelen that the woods had become too treacherous to continue safely. The three of them found a space amidst a copse of trees and large stone that Maelen pronounced “as defensible as they were likely to find in the twice-cursed darkness,” ate a dinner of trail rations and dried jerky, and unrolled their bedrolls. Maelen decided that, based on the conversation with Old Yara, they would avoid making a fire. Wind gusted across the ridge of the Greenwood where they’d stopped, chilling their small camp in the autumn night.

Alric had done well against the challenges of the day, Vessa thought, though he was nearly asleep on his feet, and snoring as soon as his head touched the bedroll.

“You sleep too, Vess,” Maelen grunted, grinning down at the scribe and shaking her head. “I’ll take first watch. I have to repair my jerkin and see to my ribs. That bloody club tagged me harder than I admitted to Old Yara.”

“You need any help?” Vessa asked, stifling a yawn.

“Nah,” Maelen chuckled in the darkness. Clouds off the bay had swept across the Greenwood Rise, and chill fog wound through the trees, swallowing the forest whole. Beyond their circle of breath and silence, the world seemed to vanish. “You looked at bad as the lad when we stopped. Get some rest.”

Vessa nodded, this time yawning fully and loudly. Gratefully, she stretched herself down on her bedroll, resting her head upon folded arms.

Eyelids heavy, she said, “Mae?”

“Mm?”

“We’re going to go steal that thing the old woman mentioned, right? Sarin’s buried treasure?”

“Damned right we are,” Maelen answered.

“Good,” Vessa murmured, the grin audible in her voice. She closed her eyes. The world went black.

Next: Thornmere Hold [with game notes]

ToC04: Old Yara [with game notes]

[prose-only version here]

Artwork by © anaislalovi. All rights reserved

I ended my last post with some scene wrap-up housekeeping, and today I begin with Mythic GM Emulator scene creation. Our party has captured one of the outlaws, Old Yara, and Maelen intends to interrogate her. This is what Mythic describes as an “expected scene.” Before I jump into it, though, I’m going to test whether this scene is what I expect it will be. To do so, I roll a d10. If I roll over the current Chaos Factor, which sits at 5, then the scene runs as intended. I roll a 1… Ha ha!

With an odd number, the scene is “altered” in some way (had I rolled an even number, the scene would have been “interrupted” by, for example, other Lanternless who were nearby or a hungry bear). The book provides several ways that I might go about altering a scene, including me simply choosing the next most obvious way to have the scene play out than I intended. Other than questioning Old Yara, I don’t really have a “next most obvious” idea in mind, however.

Instead, let’s insert some randomness. Mythic suggests several ways to inject some random inspiration into my process: I could ask a Fate question, I could roll on a Scene Adjustment table provided in the book, or—and this one sounds like the most fun today—I could roll on a Meaning table. I’ve been assembling my Thread and Character lists after each scene… let’s take one for a spin!

I’m going to roll on my Character list for inspiration, because even scanning the list gave me several ideas. Right now, I have 5 different characters listed, so I’ll roll another d10, with even odds for each option: I roll a 9, which is Sarin, the leader of the Lanternless. Okay, hmmm. Perhaps Old Yara knows a secret or two about him that will help the party. Cool.

Note that in some ways I haven’t really altered the scene; Maelen and Vessa are still going to interrogate Old Yara as Alric looks on. But without Mythic I would have hurtled headlong into it to reveal what I already know about the Lanternless and Sarin. Now I’m forced to think of some new depth or wrinkle that she’ll reveal, which should deepen the narrative.

Speaking of which, while I’m at it let’s have Maelen and Vessa roll opposed Charisma checks against Old Yara. I’ll give our two protagonists a +1 for their Gather Info skills as well. Whoever succeeds the most wins the contest. Maelen rolls 11, succeeding. Vessa rolls a 15, failing. Old Yara rolls 12, also failing. Whew! I would have felt silly doing all of that “altered scene” work only to have Old Yara obstinately withhold any useful information.

IV.

Frostmere 15, Goldday, Year 731.

The afternoon had grown long within the Greenwood Rise, golden light dappling the small glade. Vessa’s head and stomach both felt hollow, raw and carved out like a melon. She still had no idea what happened last night. Woke in a barn with a dog licking her face, a missing tooth, shaved head, and a government writ-seal in her pocket. Lotus leaf and drink, but what else? Whatever had happened then, right now what her body yearned to do was spend a full day in darkness, retching and clutching her stubbled skull. Instead, she’d been tromping slowly west of Oakton, up and up through the forested hills, following a lamed scribe and stumbling upon a group of outcasts.

She took no pleasure in sneaking up on the one whose throat she’d slit. The bald man with the black tar-marks on his cheeks wasn’t the first nameless idiot who’d died without ever seeing her approach, and he bloody well wouldn’t be the last. But killing left her in a foul mood, and her mood had already been foul. Vessa spit a glob of bile, briefly remembering the man’s choking gasp, the hot blood that spilled down his dirty shirt. With a grimace, she pushed the images away and focused on the woman in front of her.

The crone must have been four times Vessa’s age, back bent by labor and hair white and wild as loose spider webs. She regarded Vessa with a natural look of distaste on her wrinkled, leathery face, thin lips pursed. The same black streaks as the man she’d slain decorated her cheeks, and she wore a dirty homespun shift and a bulky necklace of—Vessa squinted—blobs of wax? She decided that the old woman was poor as dirt and, glancing at her almost black feet, had been living out here for a long, long time.

“Ye killed ‘em, then? The others?” the woman asked into the growing silence with a dry, papery voice.

Vessa shrugged, rubbing at her crooked nose, an old injury that flared whenever her temper did. Her shaved head felt too cold and tingly in the autumn air, and she moved her hand to brush over the unfamiliar stubble. Gods, she needed some proper sleep.

“You’re not the one asking questions,” Vessa muttered. “So shut it.”

The old woman crossed her thin arms, little more than loose flesh dangling from bones, and squinted hard at Vessa. Dammit all. Vessa knew that she wasn’t particularly charming in the best of times, but she’d fumbled their interaction already. She saw clearly that this woman wasn’t going to tell them a bloody useful thing.

“We did kill them,” Maelen said, stepping forward in a crunch of leaves. “They friends of yours?”

“Not as much. Bah,” the woman scoffed, turning her attention to Mae. “They woulda done the same t’you, I s’pose. Sorry fer it, though. Good people, hard workin’.”

Maelen sighed. “I was coming up to talk to you all when I tripped. Then there was yelling and people coming down the hill at me with weapons.”

“Heh,” she smiled wearily, showing three withered teeth in otherwise empty gums. “Didn’t expect you, eh? Big warrior wif a sword bigger’n they’d ever seen, I bet. They weren’t soldiers. Jassel was a chimmy-sweep. Bran a lampligh’er. Karn was a stablehand.”

“The bearded one with the club? His name was Karn?” Maelen asked.

The woman nodded, sucking at her top lip.

Maelen turned to show the side of her leather vest. It was scarred with two small tears in the leather. “He hit me one good. Strong fellow. A different day, it could have been me in the dirt.”

The old woman nodded. “Kinda you to say,” she said. “Wha’s yer name?”

“Maelen. Yours?”

“Yara. Folks call me Old Yara if’n ‘cause I’m older’n the sun.” She smiled her gummy smile.

Maelen chuckled. “Seems to me, all the young ones are lying dead in the leaves and you’re still here, Old Yara.”

“True ‘nuf,” the woman nodded once. “I’m a survivor.”

“Yes ma’am,” Maelen cocked her head. “What’s with the black goop on your cheeks?”

“Oh,” Old Yara waved a hand dismissively. “Jus’ somefin’ the Night Captain makes us do, to be part ‘o his gang. Calls us the Lanternless, and I never met anyone hates the light much as him. Don’ even like us makin’ fires at night, so I’ve got used t’eat’n meat raw.”

“He an outcast from Oakton too?” Maelen asked casually, and even amidst Vessa’s hollowed-out haze, she admired the mercenary. Whereas Old Yara immediately hated Vessa, Maelen had used her streetwise charm to turn her around. If they’d been in the city, the old woman would have been offering them tea. Quietly, Vessa drifted back from the conversation, letting Mae take the old woman’s full attention.

She glanced over at Alric, the scribe, who had found a place to sit and stretch his legs out beneath him, back against a tree. The man’s eyes were watching Old Yara and Maelen intently, probing. She decided not to interrupt his eavesdropping. The last thing they needed was for the kid to yelp in surprise and break the spell Maelen was weaving with the old outcast. Keeping her eyes scanning for anyone approaching, Vessa brought her attention back to the conversation.

“He was a lamplighter too, then?” Maelen was saying in response to whatever Old Yara had answered. “Like the one in your group?”

“A lampligh’er, aye, like Bran. Had a pole ‘n whistle his whole life ‘n wore the city’s colors. When the Night Captain talks ‘bout Oakton, s’like he’s still walkin’ its bones,” the old woman bobbed her head. “But he did his work long ago, mind. Long time.”

“So he’s got the age of experience like you, eh?” Maelen folded her thick arms casually, a move Vessa thought was to remind Old Yara of her strength while seeming relaxed.

The crone waved a hand, shooing away Maelen’s words. “Naw, naw… he’s older’n me but you got the wrong idea.” Her eyes twinkled in the dappled sunlight. “He ain’t human, see. He’s been walkin’ these woods longer’n any o’ us.” She paused. “The Night Captain’s a ghost.”

Alric shifted, sitting up straighter and practically buzzing with questions. Vessa cocked an eyebrow herself. What in the bloody mists was going on out here?

Thankfully, as if reading her thoughts, Maelen asked. “A ghost? Now why would a bunch of outcasts band together to follow a ghost out here in the wilds?”

The way she posed the question clearly hit Old Yara badly, as if she suddenly realized she were being interrogated. Or perhaps there was some other offense in the words none of them understood. Whatever the case, the woman’s face hardened, and she crossed her thin arms, mirroring Maelen’s posture. “Well, we’re outcasts, ain’t we? Gotta survive. The Night Captain’s tougher’n anything we meet out here, includin’ you and your pups. If he was here, you’d be skinned and hangin’ from that tree, sure as night.”

Maelen saw that she’d struck a nerve. She held up a hand in peace. “Now listen, Old Yara, I didn’t–”

“I think,” the woman spat, barreling forward and getting herself riled up. “You’ll be hangin’ there soon anyway. Night Captain’s not gonna like you cullin’ his flock none. How d’you think it’ll feel, when your skin comes off in strips and your pups are screamin’ while he pulls their tongues out one by one?” Something unsettling filled the old woman’s voice, hard and mean. “Will ya be so tough then? Your big sword won’ do squat to the Night Captain. You’ll die wailin’ and beggin’ tonight, sure as night. And I’ll be watchin’ and laughin’ the whole time!” She cackled.

Oh my. I haven’t yet revealed the two juicy bits I’ve worked up for this conversation after my scene rolls, but let’s do one more opposed Charisma check to see how smoothly or not this encounter ends. Maelen will get the info anyway, but how ugly will it be?

First the Charisma checks: Maelen rolls a 6, just missing a great success. Maelen, meanwhile, rolls a 14. Maelen clearly wins, so I’ll have her reign in this situation in a very, uh… Maelen way to get the information they need.

I’ll also do a Divine Lore check for Alric and a General Lore check for Vessa to see if they can piece together what Sarin, the Night Captain is. With the skill bonuses, both characters need a 13 or lower (though less educated, Vessa has the same Intelligence score as Alric). Alric rolls a 9, succeeding. Vessa rolls a 19, though, and fails. In this instance, those dusty scrolls that Alric has been reading serve him well.

Finally, just because I’ve given Vessa and Alric each a “soft” xp for overcoming initial obstacles, I’ll give Maelen 1 xp for the successful interrogation of Old Yara. Now all PCs have 2 xp, one fifth of their way to Level 2.

Maelen’s lip curled, the patience slipping like bark from a burned tree. Then, quick as a snake’s strike, she backhanded the old woman. It wasn’t a strong blow, and done so casually that Maelen’s expression looked almost bored. Old Yara spilled to the ground with a surprised yelp, and when she looked up from her hands and bony knees, fear flickered across her face.

“That’s enough of that,” the warrior said. “I’m just trying to have a conversation, Old Yara. I don’t need you scaring the lad and lass. Okay?”

The crone scampered to her knees on the forest floor, wiping blood from her lip with the back of one hand. Her eyes had gone flat and distant.

“Sure, sure,” she said. “Ask yer questions, then.”

The light was fading by the time Maelen had finished her conversation. They left Old Yara tied sitting to a tree, using a shirt from one of the dead men. When Alric protested that the old woman would die left like that, Maelen assured him that Sarin and the Lanternless would seek out their patrol when it didn’t return and so would find her long before she succumbed to hunger or thirst. She also argued that, if the Lanternless had claimed this part of the Greenwood Rise as their territory, the chances of a predator finding Old Yara before her gang were slim. Alric didn’t seem convinced but wisely didn’t push the issue.

Instead, all the scribe wanted to talk about was the gang’s leader, Sarin the Night Captain.

“It’s a Nightwight, I’m sure of it,” he said breathlessly to Vessa as they pushed through some underbrush. “Several scholars have written about them, but I don’t believe anyone has seen one in more than a generation!”

Vessa scanned the forest for danger but had stayed by Alric’s side to help him keep Maelen’s pace. The warrior had said they needed to gain as much distance from Old Yara and where she’d said the Lanternless’ camp was as possible, and soon darkness would make stumbling through the forest foolish. They still crawled at a frustratingly slow speed because of the man’s limp, but Vessa had to admit that he was pushing himself without complaint.

Despite herself, she was curious. “What’s a Nightwight, then? Is it a ghost like she said?”

“More solid,” Alric panted. “A corpse risen and filled with spirits, not a spirit itself. But powerful and consumed by some purpose that keeps the body moving. For Sarin—ow!” he yelped as a branch thwacked him across the cheek. “For Sarin, it seems it’s whatever he has buried at their camp that the woman said he wouldn’t let any of them see. What do you think it is? Is he guarding it or waiting for something to happen related to it?”

“Old Yara said he was waiting for a sign. ‘The Blind Sovereign will send a herald,’ she said. What do you think that means?”

“I have no idea,” Alric said, frustrated. “But I want to ask some people at the Inkbinders Lodge when we’re back. It’s remarkable, don’t you think? I mean, it’s all utterly terrifying, but still… this could be something–”

“By the Rootmother’s teat, shut up you two!” Maelen said from the deepening shadows ahead. “Keep up and keep your ears open and mouths tight.”

We have reached the Night Shift phase of Hexploration. The PCs, led by Maelen, will find a place to camp eventually this evening. I’ll deduct rations from their character sheets: They began this adventure with 5 rations each and now are down to 4. Next, it’s time for another roll of the Fortune Dice to see if something happens during the night.

I once again pull out my very-cool Hammer of Judgment, Twins of Fate, and Fortune dice, rolling them to see what they say. The Twins of Fate are one Yes and one No, canceling each other out. The Judgment die is a No, however, which means that the answer to whether there’s an encounter is an ordinary no. Finally, the Fortune die shows a Skull, which is misfortune. Although there’s no encounter, something bad is going on either with the party or in the background.

Let’s dig into what that complication might be, and the most obvious answer is that Sarin and his Lanternless are in pursuit of our party in retribution for killing three of their gang. I’ll ask my first Fate question of Mythic, “Are the Lanternless pursuing the party?” I’ve kept the Chaos Factor at 5, and I’ll say the answer is “Very Likely” to be a yes. Consulting the Mythic charts, that means a 75% chance of this being the complication facing our party. I roll an even 50. Yep. We haven’t seen the last of Old Yara or her gang, and this time we know they’re led by a mythical Nightwight.

However, we’ve reached the end of Day 1 of Hexploration. I update my Threads and Character lists to account for this scene, and we’re ready for the party to get some rest.

Game-wise, the party will be taking both a Short Rest and Sleep. Let’s do the Short Rest first. Neither Alric nor Vessa have expended class abilities or Rerolls, and neither took damage in the fight. As a result, everything we’re doing here is for Maelen. She will make two Willpower checks, trying to recover from her wounds. Her first roll is a nat-1, which is a Great Success! With a success, she can recover half of her lost hit points, bringing her from 10 out of 16 to 13. Her second roll, unfortunately, is a 16 and fails. Now we turn to Sleep, which also regains 1 hp. Since she rolled a great success on the earlier check, I’ll let her recover a second hp as if she were sleeping in an inn. That means that Maelen will wake up at 15 out of 16 hit points, almost fully healed.

Maelen continued to push them hard. Vessa wouldn’t have minded, especially at the scribe’s halting pace, except for her pounding head and sour stomach.

Eventually, long after Vessa thought advisable, it became clear even to Maelen that the woods had become too treacherous to continue safely. The three of them found a space amidst a copse of trees and large stone that Maelen pronounced “as defensible as they were likely to find in the twice-cursed darkness,” ate a dinner of trail rations and dried jerky, and unrolled their bedrolls. Maelen decided that, based on the conversation with Old Yara, they would avoid making a fire. Wind gusted across the ridge of the Greenwood where they’d stopped, chilling their small camp in the autumn night.

Alric had done well against the challenges of the day, Vessa thought, though he was nearly asleep on his feet, and snoring as soon as his head touched the bedroll.

“You sleep too, Vess,” Maelen grunted, grinning down at the scribe and shaking her head. “I’ll take first watch. I have to repair my jerkin and see to my ribs. That bloody club tagged me harder than I admitted to Old Yara.”

“You need any help?” Vessa asked, stifling a yawn.

“Nah,” Maelen chuckled in the darkness. Clouds off the bay had swept across the Greenwood Rise, and chill fog wound through the trees, swallowing the forest whole. Beyond their circle of breath and silence, the world seemed to vanish. “You looked at bad as the lad when we stopped. Get some rest.”

Vessa nodded, this time yawning fully and loudly. Gratefully, she stretched herself down on her bedroll, resting her head upon folded arms.

Eyelids heavy, she said, “Mae?”

“Mm?”

“We’re going to go steal that thing the old woman mentioned, right? Sarin’s buried treasure?”

“Damned right we are,” Maelen answered.

“Good,” Vessa murmured, the grin audible in her voice. She closed her eyes. The world went black.

Next: Thornmere Hold [with game notes]

ToC03: The Lanternless

[game-notes version here]

Artwork by © anaislalovi. All rights reserved

III.

Frostmere 15, Goldday, Year 731.

On the surface, Maelen was thoroughly annoyed. She was adamantly not going to die on the bloody Greenwood Rise, off trail, where no one would know or find her body to bury it. She sure as bastards wasn’t going to die because of a lamed pup of a scribe who didn’t know the pointy end of a sword from the holding one. None of this was worth the promised hundred silver thorns she and Vessa were getting paid (though, to be fair, it was a lot of coin), and she was not going to die in debt to the gods-cursed, bloody Latchkey Circle.

Below the annoyance, though: Maelen was excited. Violence was her purpose in life, her profession. She’d never known her Tideborn father, and her mother was a knife-for-hire who ran numbers for no less than three gangs. From age nine, Maelen performed “errands” for rough men and mean women. By thirteen, she was knocking out the teeth of men twice her age. By sixteen, she was running a gang of canal-cutters who’d dubbed her Marr the Merciless. Truly, Maelen Marrosen was a fighter to the core, and it had been too long since she’d wet her blade.

The lad’s eyes were bulging out of his head, but he was doing a fair job of keeping quiet. Damned if she hadn’t been impressed by his lack of complaining and dogged perseverance up the hill all day. The pace was slow as sap, sure, but the lad couldn’t help that. Maelen had pegged him as a soft book-boy, but he’d shown a spine again and again and again, and she’d reassessed her first impressions. There was iron in his heart, and iron was the only thing that Maelen respected.

Tatter, probably sensing her mood, scampered out of her belt pouch and onto her arm. The mouse sniffed the afternoon air. Maelen paused for a moment amidst her thoughts and grinned down at the mouse.

“You take her,” Maelen whispered, extending a hand towards the scribe. Tatter knew the gesture well and ran along the length of her forearm, across her hand, and onto the boy’s shoulder. He startled, looking dubiously at his new companion, and then nodded silently at her. Good lad, able to roll with the situation. Maelen liked him far more than she expected to.

“Keep her safe or I’ll gut you,” she hissed. His face paled, and she felt certain he’d gotten the message. That done, Maelen gripped her sword with both hands and stepped cautiously forward to the tree with the black circle.

Quiet as a shadow, Vessa appeared out of the brush. The scribe squeaked in surprise but slapped a hand over his mouth to keep quiet. She stepped close to Maelen and the unwashed smell of urine, vomit, and sweat rolled over her. If they survived, she’d drag the girl to a stream and wash her herself if she had to.

“There’s four of them,” Vessa whispered close, lips near Maelen’s ear. “Look like outcasts. Criminals, maybe. Three look like they could fight, one old woman, but no armor and only one obvious weapon. They’re sitting around and drinking, but it’s not a permanent camp. They have black smudges on their cheeks, like a cult or something.”

Maelen frowned, absorbing this new information. “You think we can get around them?” she breathed close to Vessa’s ear.

The lass shot a meaningful, disapproving look at the lad and shook her head once. She leaned forward and said in a whisper, “They’re scouts, Mae. Talking about a leader they’re scared of: Sarin. If they find us, they’ll loot us and worse. And there was something weird…” Maelen raised an eyebrow and waited. “They seemed scared to make a fire. Said Sarin would be mad.”

Maelen pressed her lips together and nodded. “Not so weird. They’re hiding. Good work, Vess.”

“What’s going on?” The scribe whispered, urgently and too loud, like he’d never once played at sneaking through an alley in his life. Maelen shot him a quick hand gesture to shut him up.

“You stay put with Tatter,” she whispered, pointing at his nose and scowling. Maelen cocked her head and listened to decide whether they’d been heard. Comfortable to continue, she said quietly, “I’m going to talk to these people. Vessa’s got my back. You hear me yell, you hide. Clear?”

Sweat on his face, the lad nodded, already crouching low behind a tree. Good. He wouldn’t be underfoot, then. Maelen jerked a chin to Vessa, who nodded and disappeared back into the brush as quietly as she’d come. She was touched by The Claw himself, Vess was, able to blend into shadows better than anyone she’d ever met. It was one of three truly useful things about her.

Maelen cracked her neck and strode, quietly and purposefully, up the wooded hill, her long blade held out in front of her. She wasn’t nearly as stealthy as Vessa, but she knew how to plant her foot in pine needles and twigs to keep quiet.

So, of course, she tripped. Like a bloody amateur. A root just below a cover of fallen leaves snagged the toe of one boot, and Maelen went down hard onto one knee. Worse, she yelled in surprise and pain. There was a series of frantic shouts from up the hill as the four outcasts that Vessa had spied realized her presence.

“There’s someone here!” a woman yelped, her voice cracking. Others cried out as well.

“Get your weapons!”

“Gut ‘em!”

“For Sarin! For the Lanternless!” There was more fear in their voices than faith, but it was no doubt they were coming to fight.

Gritting her teeth, Maelen surged up, rage flaring hotter than the ache in her knee. No more mistakes. Not today. She charged up the hillside, her sword held in two hands. As the first of the outcasts stumbled down the hill towards her, she raised the blade high. Maelen briefly registered a wiry, pockmarked woman with greasy, dark hair tied back in tattered clothes. Her cheeks were smudged by tar or soot to look like black tears running down her face, and her eyes were wide and scared. She carried a rusty knife that looked more like a kitchen tool than a weapon, and Maelen realized with grim confidence that this ragtag group wouldn’t last long against her and Vessa. With a shout meant to attract the other outcasts and distract them from Vessa and the lad, she slashed her bastard sword down, cutting the woman from shoulder to hip in a single, practiced stroke. The outcast shrieked and rolled down the hill past Maelen’s boots, dead.

A man with sunken cheeks and a long, tangled beard, the same black streaks on his cheeks, appeared behind a tree and roared with outrage. For the second time, Maelen’s footing betrayed her and she stumbled. A heavy cudgel wrapped with iron nails slammed into her ribs. Her leather vest caught the worst of it, but the blow still stole her breath and pride. Maelen decided then and there that she’d spent too much time on the flat streets of Oakton and had gotten too soft for these overland jobs. She was going to get them all killed if she didn’t get her bloody feet straight.

The bearded outcast’s next swing with the spiked cudgel was a competent one and would have caved in one side of her head if she hadn’t brought her sword up to block it. Maelen thrust low, the tip of her blade slicing clean through his thigh muscle. The man shuffled backwards, trying to get out of her sword’s reach, and Maelen saw in his eyes that he knew he was going to die here. That leg wound would kill him if he didn’t tend to it, and Maelen was the better fighter, with the better weapon. She knew it, and so did he. With a malicious grin, she caught her breath, straightened, and leveled her longsword at him.

The last thing she expected was the soft-footed scribe suddenly looming behind the man, walking stick clutched tightly in both hands, Tatter riding along on his shoulder. The lad gave a wordless yell and swung hard, his stick slamming into the outcast’s ribs with a crack. It wasn’t elegant, but it did the job. The bearded man went down, curled in a ball and bleeding out from his leg.

The lad, Alric, panted like he’d run from a troll, staring wide-eyed and crazed down at the fallen outcast between them. If possible, Maelen found even more admiration for the scrappy lad for joining the fight. It was a pathetic swing, but at least he’d swung.

“Are you mad, idiot?” she barked. “I said hide.”

“But…” he said, confused.

“Come on,” she huffed, stepping past him to continue up the hill. As she passed the boy, she extended a finger and Tatter scampered onto her arm. “Let’s go find Vess.”

“By the Herald…” she heard him whisper in horror as he stepped past the dead woman and dying man.

“Heh,” she chuckled darkly. Doing so hurt her side. Damn her fool footing and getting herself clobbered by an idiot outcast. “The gods don’t come to the wilds, lad. The Herald isn’t watching. Now keep up and stay sharp.”

They strode up the incline of the wooded hill, slipping around trees and bushes with weapons raised. In no more than ten paces, the hill leveled briefly. In a small glade, dirty, ragged packs were strewn about. A smudged green bottle lay on its side between two rocks, a few drops of whatever was inside soaking into the dirt.

Standing at the edge of the clearing were two women. One was an elderly, bent-backed woman with wild white hair, the same black streaks on her face as the others. She wore a stained, simple shift and a blocky necklace of some kind. At her feet lay a small paring knife. Clutching the old woman from behind, one arm wrapped around her shoulders and another pressing a short, chipped sword—more oversized dagger than proper blade—beneath the old woman’s chin, was Vessa.

“Look what I found,” the young woman grinned at her, looking smug.

“Good,” Maelen nodded, and sheathed the bastard sword onto her back. She cracked her neck and stepped closer, studying the old woman’s wide, unblinking eyes. “Let’s hope she knows how to talk.”

Next: Old Yara [with game notes]

ToC03: The Lanternless [with game notes]

[prose-only version here]

Artwork by © anaislalovi. All rights reserved

III.

Frostmere 15, Goldday, Year 731.

On the surface, Maelen was thoroughly annoyed. She was adamantly not going to die on the bloody Greenwood Rise, off trail, where no one would know or find her body to bury it. She sure as bastards wasn’t going to die because of a lamed pup of a scribe who didn’t know the pointy end of a sword from the holding one. None of this was worth the promised hundred silver thorns she and Vessa were getting paid (though, to be fair, it was a lot of coin), and she was not going to die in debt to the gods-cursed, bloody Latchkey Circle.

Below the annoyance, though: Maelen was excited. Violence was her purpose in life, her profession. She’d never known her Tideborn father, and her mother was a knife-for-hire who ran numbers for no less than three gangs. From age nine, Maelen performed “errands” for rough men and mean women. By thirteen, she was knocking out the teeth of men twice her age. By sixteen, she was running a gang of canal-cutters who’d dubbed her Marr the Merciless. Truly, Maelen Marrosen was a fighter to the core, and it had been too long since she’d wet her blade.

The lad’s eyes were bulging out of his head, but he was doing a fair job of keeping quiet. Damned if she hadn’t been impressed by his lack of complaining and dogged perseverance up the hill all day. The pace was slow as sap, sure, but the lad couldn’t help that. Maelen had pegged him as a soft book-boy, but he’d shown a spine again and again and again, and she’d reassessed her first impressions. There was iron in his heart, and iron was the only thing that Maelen respected.

Tatter, probably sensing her mood, scampered out of her belt pouch and onto her arm. The mouse sniffed the afternoon air. Maelen paused for a moment amidst her thoughts and grinned down at the mouse.

“You take her,” Maelen whispered, extending a hand towards the scribe. Tatter knew the gesture well and ran along the length of her forearm, across her hand, and onto the boy’s shoulder. He startled, looking dubiously at his new companion, and then nodded silently at her. Good lad, able to roll with the situation. Maelen liked him far more than she expected to.

“Keep her safe or I’ll gut you,” she hissed. His face paled, and she felt certain he’d gotten the message. That done, Maelen gripped her sword with both hands and stepped cautiously forward to the tree with the black circle.

Quiet as a shadow, Vessa appeared out of the brush. The scribe squeaked in surprise but slapped a hand over his mouth to keep quiet. She stepped close to Maelen and the unwashed smell of urine, vomit, and sweat rolled over her. If they survived, she’d drag the girl to a stream and wash her herself if she had to.

“There’s four of them,” Vessa whispered close, lips near Maelen’s ear. “Look like outcasts. Criminals, maybe. Three look like they could fight, one old woman, but no armor and only one obvious weapon. They’re sitting around and drinking, but it’s not a permanent camp. They have black smudges on their cheeks, like a cult or something.”

Vessa darted ahead to scout out the situation. Let’s do a Stealth roll for her to see how that went. She has a 16 Dexterity and +1 for the Stealth skill, for a 17 DC. Meanwhile, the group will oppose her with a 10 Perception and I’ll give them a -1 because they’re eating. This is an opposed roll, which means that whichever party succeeds by more wins the contest.

Vessa rolls a natural-1, which usually makes me wince but in Tales it’s amazing! That’s a Great Success. The group of humans, meanwhile, roll a 10 and fail their Perception check. Vessa could have drunk their friggin’ wine and they wouldn’t have noticed her, and the PCs will gain a surprise round if they want to attack.

Maelen frowned, absorbing this new information. “You think we can get around them?” she breathed close to Vessa’s ear.

The lass shot a meaningful, disapproving look at the lad and shook her head once. She leaned forward and said in a whisper, “They’re scouts, Mae. Talking about a leader they’re scared of: Sarin. If they find us, they’ll loot us and worse. And there was something weird…” Maelen raised an eyebrow and waited. “They seemed scared to make a fire. Said Sarin would be mad.”

Maelen pressed her lips together and nodded. “Not so weird. They’re hiding. Good work, Vess.”

“What’s going on?” The scribe whispered, urgently and too loud, like he’d never once played at sneaking through an alley in his life. Maelen shot him a quick hand gesture to shut him up.

“You stay put with Tatter,” she whispered, pointing at his nose and scowling. Maelen cocked her head and listened to decide whether they’d been heard. Comfortable to continue, she said quietly, “I’m going to talk to these people. Vessa’s got my back. You hear me yell, you hide. Clear?”

Sweat on his face, the lad nodded, already crouching low behind a tree. Good. He wouldn’t be underfoot, then. Maelen jerked a chin to Vessa, who nodded and disappeared back into the brush as quietly as she’d come. She was touched by The Claw himself, Vess was, able to blend into shadows better than anyone she’d ever met. It was one of three truly useful things about her.

Maelen cracked her neck and strode, quietly and purposefully, up the wooded hill, her long blade held out in front of her. She wasn’t nearly as stealthy as Vessa, but she knew how to plant her foot in pine needles and twigs to keep quiet.

Sounds like it’s time for another skill check, this time from Maelen. Her Dexterity is 14 and she also has Stealth, so she needs a 15 or less on her d20 roll. And… ha! I roll a natural-20, which is on the far end of the spectrum from Vessa: Normally in a d20 game I would be psyched, but for this check it’s a disaster, a Critical Failure. I’ll cancel out the surprise round from Vessa’s roll, which will mean that when we get to combat—which is now, since I already determined that the outcasts would be hostile—we’ll be doing regular initiative. I’ll keep Vessa hidden, though, which only seems fair. Despite the lack of surprise, I’ll allow her to Backstab the first opponent she attacks.

In fact, let’s handle initiative now. In Tales, one PC rolls initiative for the whole party, aiming for equal or under their Initiative score. For Maelen, that’s a 13. This time I roll a 6, which is a critical success (sheesh it’s feast or famine with these guys!). She and the rest of the party will go first in combat, and each character is allowed one action and one move.

Maelen “charges” from Far to Melee (like in Crusaders, my last game, distance in Tales is abstracted, and a charge allows her to cover two move increments plus attack). There are four outcasts, and I’ll have Maelen attack the first one I rolled to give a name and personality: Jassel the Smudged. She will roll 1d20 + 3 (her class bonus and Str modifier) +2 (for the charge), trying to hit Jassel’s AC of 11. I only roll a 7, but with the +5 that’s enough. She rolls a d8 + 2 (her Str modifier) +1 (two-handed) damage: 9 total damage. Since the outcasts only have 1d8 hit points each, Jassel is dead.

“Off camera,” Vessa will sneak up to the second outcast, named Bran, as he charges down the hill and Backstab him (I’m saying that she had already moved to Close before Maelen failed her Stealth roll). With her shortsword, she has a +1 to hit, plus +4 for Backstab. She also rolls a 7, which is also just enough to hit. Her attack does 2d8+1, 12 damage. We will not be meeting Bran.

Also off camera, Alric won’t quite do as told. He’ll use his move to get to Close range, and then hide. Unfortunately, he only has a 7 Dex, though the Stealth skill will help a little. He also rolls a 1! Great Success. Wow. Not even his allies notice his approach.

Because half of their number has fallen, it’s time to do a Morale roll for the outcasts. One of two survivors rolls a Will check, which for them is 10. They roll 3 and will stay in the fight. Maybe they haven’t yet clocked either Vessa’s presence or Bran’s death.

Now it’s the outcasts’ turn, and the first one up is Karn. He brings his heavy cudgel spiked with nails (the obvious weapon Vessa had spied) to attack Maelen and receives a +2 because of her charge maneuver. Maelen’s AC is 14, and Karn rolls a 16 and hits. The weapon does 1d6+1 damage: 6 total, which drops Maelen’s hit points to 10. Ouch.  

The final outcast is Old Yara, the old woman Vessa had seen. Rather than charge in, she’ll keep her distance, draw a small paring knife, and ready an action to attack anyone who gets close.

Round 1 is done and, overall, it went well for the party. Maelen is hurt, but they’ve halved the number of opponents they’re facing!

So, of course, she tripped. Like a bloody amateur. A root just below a cover of fallen leaves snagged the toe of one boot, and Maelen went down hard onto one knee. Worse, she yelled in surprise and pain. There was a series of frantic shouts from up the hill as the four outcasts that Vessa had spied realized her presence.

“There’s someone here!” a woman yelped, her voice cracking. Others cried out as well.

“Get your weapons!”

“Gut ‘em!”

“For Sarin! For the Lanternless!” There was more fear in their voices than faith, but it was no doubt they were coming to fight.

Gritting her teeth, Maelen surged up, rage flaring hotter than the ache in her knee. No more mistakes. Not today. She charged up the hillside, her sword held in two hands. As the first of the outcasts stumbled down the hill towards her, she raised the blade high. Maelen briefly registered a wiry, pockmarked woman with greasy, dark hair tied back in tattered clothes. Her cheeks were smudged by tar or soot to look like black tears running down her face, and her eyes were wide and scared. She carried a rusty knife that looked more like a kitchen tool than a weapon, and Maelen realized with grim confidence that this ragtag group wouldn’t last long against her and Vessa. With a shout meant to attract the other outcasts and distract them from Vessa and the lad, she slashed her bastard sword down, cutting the woman from shoulder to hip in a single, practiced stroke. The outcast shrieked and rolled down the hill past Maelen’s boots, dead.

A man with sunken cheeks and a long, tangled beard, the same black streaks on his cheeks, appeared behind a tree and roared with outrage. For the second time, Maelen’s footing betrayed her and she stumbled. A heavy cudgel wrapped with iron nails slammed into her ribs. Her leather vest caught the worst of it, but the blow still stole her breath and pride. Maelen decided then and there that she’d spent too much time on the flat streets of Oakton and had gotten too soft for these overland jobs. She was going to get them all killed if she didn’t get her bloody feet straight.

It’s Round 2, and it’s Vessa’s turn to roll initiative (yes, you roll every turn as a party, and it rotates through the PCs). Her Initiative is 13, and rolls 19. Ouch.

So, it’s the outcasts’ turn. Karn will try to take out Maelen while she’s recovering her breath and footing. This time he has no modifiers to his attack and still needs to hit Maelen’s 14 AC. He rolls 12, missing. Old Yara, meanwhile, has seen Vessa cut Bran’s throat. She attacks with her knife, rolling 12 and just missing Vessa’s 13 AC.

Maelen is officially furious and will try and cut Karn down. With her longsword, she has a +3 to hit his 11 AC and rolls an 8, which hits exactly. Since she’s still wielding the sword two-handed, her damage is 1d8+3: Only 4 damage (minimum!), and I rolled 7 hp for Karn. Both combatants are wounded, but neither is out of the fight.

…That is, until Alric sneaks up and bashes Karn with his staff. He has no modifiers, so it’s a 50/50 shot to hit AC 11. He rolls a 19, which in Tales is almost as cool as rolling a nat-20. Since Alric is wielding a staff, he rolls 1d12 on the Blunt Trauma table: Broken ribs, which means any time Karn suffers physical damage, he must make a Con or Will check to not lose his next action. I roll 3 damage on the damage roll, however (1d6+1 for wielding the staff two-handed), so it’s a moot point. Karn is down and out – technically dead, but I’ll have him bleed out flavor-wise.

I’ll use GM fiat here and say that at this point, Old Yara surrenders.

The bearded outcast’s next swing with the spiked cudgel was a competent one and would have caved in one side of her head if she hadn’t brought her sword up to block it. Maelen thrust low, the tip of her blade slicing clean through his thigh muscle. The man shuffled backwards, trying to get out of her sword’s reach, and Maelen saw in his eyes that he knew he was going to die here. That leg wound would kill him if he didn’t tend to it, and Maelen was the better fighter, with the better weapon. She knew it, and so did he. With a malicious grin, she caught her breath, straightened, and leveled her longsword at him.

The last thing she expected was the soft-footed scribe suddenly looming behind the man, walking stick clutched tightly in both hands, Tatter riding along on his shoulder. The lad gave a wordless yell and swung hard, his stick slamming into the outcast’s ribs with a crack. It wasn’t elegant, but it did the job. The bearded man went down, curled in a ball and bleeding out from his leg.

The lad, Alric, panted like he’d run from a troll, staring wide-eyed and crazed down at the fallen outcast between them. If possible, Maelen found even more admiration for the scrappy lad for joining the fight. It was a pathetic swing, but at least he’d swung.

“Are you mad, idiot?” she barked. “I said hide.”

“But…” he said, confused.

“Come on,” she huffed, stepping past him to continue up the hill. As she passed the boy, she extended a finger and Tatter scampered onto her arm. “Let’s go find Vess.”

“By the Herald…” she heard him whisper in horror as he stepped past the dead woman and dying man.

“Heh,” she chuckled darkly. Doing so hurt her side. Damn her fool footing and getting herself clobbered by an idiot outcast. “The gods don’t come to the wilds, lad. The Herald isn’t watching. Now keep up and stay sharp.”

They strode up the incline of the wooded hill, slipping around trees and bushes with weapons raised. In no more than ten paces, the hill leveled briefly. In a small glade, dirty, ragged packs were strewn about. A smudged green bottle lay on its side between two rocks, a few drops of whatever was inside soaking into the dirt.

Standing at the edge of the clearing were two women. One was an elderly, bent-backed woman with wild white hair, the same black streaks on her face as the others. She wore a stained, simple shift and a blocky necklace of some kind. At her feet lay a small paring knife. Clutching the old woman from behind, one arm wrapped around her shoulders and another pressing a short, chipped sword—more oversized dagger than proper blade—beneath the old woman’s chin, was Vessa.

“Look what I found,” the young woman grinned at her, looking smug.

“Good,” Maelen nodded, and sheathed the bastard sword onto her back. She cracked her neck and stepped closer, studying the old woman’s wide, unblinking eyes. “Let’s hope she knows how to talk.”

Before we sign off, let’s do some housekeeping on my first Tales of Argosa combat. First, each PC receives 1 xp for the fight, which is Maelen’s first and Vessa & Alric’s second (the PCs will reach level 2 at 10 xp).

Second, it’s time to look to our Mythic GM Emulator clean-up activities after a scene. I’ll keep the Chaos Factor at 5 (what it had been once they left the Root Gate). The PCs now have someone to question, which means they’ll have information about the area before plunging forward, but they’re still in the wilds, with more of the outcasts’ gang around somewhere.

Finally, I take interesting bits of the emerging story and add them to my a) Threads List, a growing table of plot threads I can pick up if I’m inserting a random event, and b) Characters List, a growing table of people, organizations, and things that I can use when needing a tie to someone. These two lists are getting beefy enough already that I will make a mental note to start asking more Fate questions, starting next week! That’s right, unlike Age of Wonders, my “reflections” posts are going to be fewer and farther between in Tales of Calvenor. Less personal rambling, more story.

Next: Old Yara [with game notes]