The Alexandrian

Posts tagged ‘in the shadow of the spire’

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 7B: BLOOD IN THE WATER

May 5th, 2007
The 23rd Day of Amseyl in the 790th Year of the Seyrunian Dynasty

 LINECH’S JOB

After lunch the party headed back to the Ghostly Minstrel so that those who had changed for the occasion could switch back to clothing which would make them appear more like the rough-and-ready wanderers that it sounded like Linech was looking for.

Linech, it turned out, owned an entire burrow in the Rivergate District. Everyone living there worked for Linech – either directly or indirectly. In truth, the entire place was basically a walled compound. They could see several armed guards scattered here and there amidst the buildings.

Entering the lower level of Linech’s place of business, the group was greeted by a young man with his hair pulled back into a ponytail. He asked them their business and, when they told him they were here for the job, he led them upstairs.

Asking them to wait outside for a moment, the man headed through a door. They couldn’t hear what the man said about them, but they did hear the bellowing voice which replied: “Well what are you waiting for? Get ‘em in here!”

Ptolus - Linech CranThe door opened and the group was ushered into a large office that had been garishly decorated. Perhaps the most arresting sight in the place was the life-sized gold statue of a nobly-dressed man which stood opposite the door. Behind a large desk covered in papers they saw the half-orc Linech. He bore an uncanny resemblance to his brother – he even seemed to be mashing the same brand of cheap cigar between his teeth.

After some discussion the group had agreed, with some trepidation, that Agnarr should be the one to talk. As unlikely as it seemed, he was the most appropriate person considering the circumstances. (“You’re all on Agnarr’s team now.”) So when Linech demanded to know who they were and what they wanted, he stepped forward: “We’re delvers. We’re here for the job.”

“Delvers, eh?” Linech said. “How do I know you’re cut out for this job?”

Agnarr grinned. “Cut out for the job? Just look at us. I’m a barbarian, he’s a priest, he throws spells, she’s got a sword, and she’s a sneaky elf. We’re exactly what you’re looking for.”

“Fair enough. All right, here’s the deal: I love my daughter dearly. I sent her on retreat to an estate I keep on an island off the coast. A week ago someone attacked the resort. They burned it to the ground and she was killed. I sent a ship to retrieve her body so that she could be buried with full rites in the Necropolis. But last night, when the ship was returning to Ptolus, it caught on fire and sank in the harbor. I think somebody attacked it. I think somebody is trying to hurt me. Why, I don’t know. But it’s important to me that my little girl be given a decent burial. So I want somebody to go down to the wreck and retrieve her coffin. And I want somebody who can defend themselves if it comes to it. For this, I’ll pay you 1,200 gold pieces. How’s that sound to you?”

(more…)

IN THE SHADOW OF THE SPIRE

Session 7A: The Aristocrat’s Table

In which preparations are made for a momentous meeting, secrets are kept, and a fateful flame is seen burning in the harbor…

I’ve talked previously in this series about the role of a journal in enhancing a campaign. This week you can see  some vestiges of the document’s living history: At this early stage of the campaign, many of the characters were keeping secrets from each other. Although there are many ways of handling this, I’ve generally favored having the players also keep the secrets from each other. A little light paranoia never hurt anybody, and the resulting patchwork of understanding can have all sorts of entertaining fallout.

If a secret is worth keeping, then a secret is worth keeping.

So these early days of the campaign featured a number of sub-channels in our online chat, and later there would be any number of side conferences and the like with me and various player scurrying off to another room.

Preparing and, more importantly, disseminating the journal for In the Shadow of the Spire proved somewhat challenging under these conditions, however. I didn’t want to leave all this secret action unrecorded, so simply leaving it out of the campaign journal entirely wasn’t a viable option. In practice, it meant carefully structuring the campaign journal so that the secrets were clearly separated from the rest of the material and could be removed as a “chunk” without leaving a clear trace behind. (The section near the beginning of this journal entry headed “Tee Slips Away” is an obvious example of this.)

There was one memorable session where this meant creating a different version of the journal for every single player, although in general it meant preparing 2-3 different versions. And, eventually, only Tee was still keeping a part of her life hidden away (necessitating a “secret journal” for her every couple of sessions; or rather, vice versa, a special incomplete version of the journal created for everyone else).

SECRETS AT THE TABLE

There are, of course, many groups who would consider this entire concept of players keeping secrets from each other anathema. I’ve generally found that these groups are virtually always the ones which also prohibit any sort of intra-party strife of any kind, and many of them also abhor the concept of splitting the party.

Keeping Secrets - In my experience, these sorts of prohibitions (“no secrets”, “no strife”, etc.) are almost always seeking to address a fundamental problem by targeting its symptoms. There are generally two variants of this problem.

First, you have a disruptive, immature player is just trying to ruin other people’s fun. To address this problem you create a network of Thou Shalt Not rules attempting to knock down the player’s disruptive antics. In reality, of course, the disruptive player will always be able to find some new way of disrupting the group. You need to solve the underlying problem of them being an asshat (by either getting them to stop doing that or kicking them out of the group).

Second, and often related to the former (or previous experiences with the former), the group has constructed a whole interlocking network of formal or informal rules preventing:

  • PCs leaving the group.
  • PCs attacking each other.
  • PCs agreeing to kick another PC (not player!) who they no longer wish to associate with out of the group.
  • Splitting the party.

And  so forth. The exact network of such prohibitions or “understandings” varies, but the net result is that you take a bunch of characters, thrust them into high stakes situations, and then artificially force them to continue co-habitating even after events have set them at irreconcilable loggerheads. Basically, you’ve created an RPG simulation of Sartre’s No Exit.

And then you just keep adding on more forced conventions in an effort to keep the lid on the pressure cooker you’ve created.

And what you also lose in the process is all of the cool gaming experiences that can arise from hidden player knowledge. The entirety of Paranoia, for example, or the superb Ego Hunter scenario for Eclipse Phase are a couple of pre-packaged examples, but the organic examples that rise up spontaneously at the gaming table can be even more exciting.

RUNNING SECRETS

A few best practices for handling player secrets.

First, take the initiative from the players. (Or, more accurately, from the actions of their characters.) Although it can be useful to make it explicitly clear that the option is available, since some players have been conditioned by previous tables to think that it’s not an option, generally speaking the desire to keep a secret needs to originate from the character keeping the secret; it’s not something that can be imposed from the outside.

Second, you’ll generally want to follow the same conventions as splitting the party: Make sure to balance spotlight time and switch between the groups so that neither is left loitering. (Although giving part of the group a straight-up break while you resolve what the other part of the group is doing — and then vice versa — can be an effective technique.)

Third, don’t mistake “the other characters don’t know this yet” as being the same thing as  “secret”. Nine times out of ten, when the party splits up, there’s no need to keep their activities secret from each other: If they’re not trying to keep secrets from each other, they will most likely be fully briefing each other next time they get together (so you might as well let them know as it’s happening; which will save you time on the other end and also keep the table engaged as an audience to what’s happening). There are exceptions to this — when keeping each group blind to what’s happening to the other group will enhance the enjoyment of one or both groups — but they’re relatively rare.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 7A: THE ARISTOCRAT’S TABLE

May 5th, 2007
The 22nd Day of Amseyl in the 790th Year of the Seyrunian Dynasty

The group woke up late in the morning of the 22nd after a long sleep which eased the pain of aching limbs into a dull reminder of the previous day’s rigors.

Dominic expended himself in channeling the holy energy of Athor to heal as many of their wounds as he could. Elestra’s battered body was restored entirely and Ranthir was left with only a weariness from the blood he had lost. But the painful wounds to either side of Agnarr’s neck refused to close and, after inspecting them, Dominic concluded that Agnarr would need a full day of rest under his ministrations.

So Dominic settled into Agnarr’s room, praying occasionally and generally tending to his wounds. Ranthir retired to his own bed and set to work copying an additional spell from Collus’ spellbook into his own that would allow him to detect the presence of the undead – he wasn’t sure why, but he had a sneaking suspicion it might come in handy.

Elestra walked out into the city, seeking the Breath of the Streets. It seemed as if she could sense it stirring the hairs upon the back of her neck – and there was a lingering familiarity in it… but she couldn’t feel it, yet. Nor could she hear the Voice.

Tee offered to accompany her, but Elestra needed to walk alone. So Tee headed off to do her own shopping. As she turned to go, however, both of them heard a town-crier: Helmut Itlestein had publicly renounced the Republican movement and the Commissar had outlawed all Republican activity in the city.

Out of curiosity, Tee headed back to the Delver’s Guild and discovered the pro-Republican flyers she had seen hanging there previously had all been torn down. While she was there, she kept a promise she had made to Agnarr and asked around about the pits of insanity: The barbarian had wanted to try bottling the primal chaos in order to use its effects on magic as an inhibition against nefarious spellcasters. Unfortunately, Tee quickly learned that primal chaos was simply too dangerous – it would destroy anything it touched.

Tee then headed over to Saches to check on Phon again, only to discover that she wasn’t working that day. Tee took the opportunity to order a few new shirts (as she seemed to be burning through them – often quite literally).

(more…)

IN THE SHADOW OF THE SPIRE

Session 6B: Return to the Depths

In which a sheen of blood signals terrors from beyond the grave, and numerous clothes are ruined much to Tee’s dismay…

The Complex of Zombies - Justin AlexanderThis installment of Running the Campaign is going to discuss some specific details of The Complex of Zombies, so I’m going to throw up a

SPOILER WARNING

for that published adventure. (Although I guess if you’ve already read this week’s campaign journal, the cat is kind of out of the bag in any case.)

Interesting conundrum:

  • D&D has zombies.
  • D&D can’t take advantage of the current (and long ongoing) craze for zombie stuff.

Why? Because zombies in D&D were designed as the patsies of the undead world. In the early 1970’s, when Arneson and Gygax were adding undead to their games, zombies were turgid, lumbering corpses that had been yanked out of a fairly obscure film called Night of the Living Dead. (Even Romero’s sequels wouldn’t arrive until 1978, and modern zombie fiction in general wouldn’t explode until the ‘80s.) Even skeletons, backed up by awesome Harryhausen stop-motion animation, were much cooler and had more cultural cachet.

 

From a mechanical standpoint, the biggest problem zombies have is their slow speed. In AD&D this rule was, “Zombies are slow, always striking last.” (Although in 1st Edition they were probably better than they would ever be otherwise, as their immunity to morale loss was significant.) The 3rd Edition modeling of this slow speed, however, was absolutely crippling: “Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round.”

They were further hurt by a glitch in the 3rd Edition CR/EL system: The challenge ratings for undead creatures were calculated using the same guidelines as for all other creatures. But unlike all other creatures, undead (and only undead) could be pulverized en masse by the cleric’s turn ability. This meant that undead in general were already pushovers compared to any comparable opponent, and zombies (which were pushovers compared to other undead) were a complete joke.

(The general problem with undead was, in my opinion, so limiting for scenario design in 3rd Edition that I created a set of house rules for turning to fix the problem. There’s some evidence that these house rules are actually closer to how turning originally worked at Arneson’s table.)

In short, you could have a shambling horde of zombies (as long as the horde wasn’t too big), but it wouldn’t be frightening in any way.

Which is kind of a problem, since “horror” is literally what the whole zombie shtick is supposed to be about.

REINVENTING ZOMBIES

My primary design goal with The Complex of Zombies scenario was, in fact, to reinvent the D&D zombie into something which would legitimately strike terror into the hearts of PCs. James Hargrove described the result as, “… more or less Resident Evil in fantasy. Which rocks. And it rocks because it’s not just zombies but zombie-like things. Bad things. Bad things that eat people. Bad things that are just different enough from bog standard zombies to scare the crap out of players when they first encounter them.” Which I absolutely thrilled at seeing, because that’s exactly what I was shooting for.

One could, of course, simply have gone with a souped up “fast zombie, add turn resistance”. But I wanted to do more than that. I wanted to create a zombie-like creature that would actually instill panic at the gaming table. And the key to that was the bloodwight and its bloodsheen ability:

Bloodsheen (Su): A living creature within 30 feet of a dessicated bloodwight must succeed at a Fortitude save (DC 13) or begin sweating blood (covering their skin in a sheen of blood). Characters affected by bloodsheen suffer 1d4 points of damage, plus 1 point of damage for each bloodwight within 30 feet. A character is only affected by bloodsheen once per round, regardless of how many bloodwights are present. (The save DC is Charisma-based.)

Because the bloodsheen was coupled to a health soak ability that slowly transformed desiccated bloodwights into lesser bloodwights, the resulting creature combined both slow and fast zombies into a single package. The bloodsheen itself was not only extremely creepy, but also presented a terrifying mystery (since it would often manifest before the PCs had actually seen the bloodwight causing it).

Eventually, of course, the players should be able to figure out what’s happening and be able to put a plan of action in place to deal with it. (“Cleric in front, preemptive turning.” will cover most of your bases here.) But the design of The Complex of Zombies is designed to occasionally baffle or complicate these tactics.

Which, in closing, also brings me to another important point about using scenario design advice: I’ve had a couple different people who purchased The Complex of Zombies contact me and say, “Hey! Why isn’t this dungeon heavily xandered? Isn’t that your thing?”

The Complex of Zombies - Map

Well, no. My thing is designing effective dungeons.

The Complex of Zombies uses a claustrophobic, branching design in order to amp up the terror. Multiple doors create “airlocks” that prevent you from seeing what’s ahead, but also cause you to lose sight of what’s behind you. Its largely symmetrical design creates familiarity and allows the PCs to benefit from “unearned” geographic knowledge, but that familiarity is subverted with terrible, hidden mysteries so that the familiar becomes dangerous. The progressive, three-layered depth of the complex meant that every step forward felt like a deeper and deeper commitment to the horrific situation. Finally, virtually every navigational decision meant turning your back on a door. (And the myriad number of doors became daunting in and of itself when the bloodsheen could be coming from behind any one of them.)

There was one stage in design where I considered linking Area 4 and Area 11 with some form of secret passage. But there are only three possible uses of such a passage:

  • The players use it to “skip ahead”, which wouldn’t really give them any significant geographical advantage due to the nature of the scenario, but would disrupt the “pushing deeper, committing more” theme of the scenario. (I wanted depth in the dungeon’s design and this would have flattened the topography.)
  • The players miss the first instance of the passage, but find the second. After a moment of excitement, they end up backtracking to an earlier part of the dungeon, which in most instances is going to be accompanied by the “wah-wah” of a sad trombone sounding the anti-climax as they trudge back to where they were and continue on.
  • The bloodwights could use it to circle around behind the PCs and ambush them. The bloodwights were so deadly, however, that a clear line of retreat was really kind of essential for the whole scenario not to become a TPK. (There’s still a risk of this happening if the PCs don’t play smart, but that’s on the players.)

To sum up: Design guidelines are rules of thumb. Following them blindly or religiously is not always for the best. In this case, minimal xandering was the right choice to highlight the terrors of the bloodwights.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 6B: RETURN TO THE DEPTHS

April 29th, 2007
The 21st Day of Amseyl in the 790th Year of the Seyrunian Dynasty

Elestra did, in fact, feel much better come the morning. The group felt that they would need more magical healing before their endeavor was complete, so they took the time to stop by Myraeth’s Oddities and pick up a partially spent wand of healing before heading back to Greyson House.

They found that the watchmen had left. In their place, the front door had been crudely boarded shut. Agnarr casually ripped the boards off the door, and the party headed back down into the dusty tunnels.

Agnarr carried Elestra across the pit of insanity, and the rest of the party crossed without incident. About two hundred feet further down, the tunnel abruptly ended in an open doorway. A brass frame in the shape of a door dangled useless from a broken hinge and old dusty shards of glass lay scattered on the ground.

Beyond the door there was a large chamber of the same cream-colored stone. Thick filigrees of dust and grime suggested long neglect and emptiness. Off to the left and the right there were sturdy iron doors. Across the chamber the hallway seemed to continue.

Testing the doors, they found one of them locked. Tee tried to pick the lock, but failed, so they decided to try the other door, which was unlocked. Opening it, however, they found nothing more than a short hallway with another door at the end of it.

Ranthir, meanwhile, noticed that the hinges for the first door were on this side of the door. He pointed this out to Tee and Tee was able to pull the hinges out. Then Agnarr stepped up and heaved the door to one side.

Behind the door they found a set of narrow, cramped hallways. There were many more of the sturdy iron doors.

Tee headed carefully into the area, keeping her eyes peeled for any sign of danger. Reaching an intersection she peered down another hallway and spotted a corpse near the end of it. She beckoned Agnarr to follow her closely and began making her way down towards the corpse.

About halfway down the hall, Tee suddenly started sweating profusely. She wiped the back of her hand across her forehead and, when she pulled it away, she was horrified to find it covered in blood. Looking down at her arms she could see that blood was literally oozing out of her pores. “Oh gods! Get out! Get out!”

Tee and Agnarr rushed back out of the cramped hallway into the larger room where the rest of the group was waiting. After a panicky description of what had happened, the group ascertained that Tee was no longer bleeding (although her clothes had become hopelessly stained). Agnarr had never been afflicted at all. Tee wondered if, perhaps, it was a curse which affected only those of elven blood. Agnarr decided to head back into the area and see if the corpse was, in fact, an elf as well.

But as Agnarr drew near the corpse he, too, found himself afflicted by the bloodsheen. He started to turn back towards the entrance, but as he did so the corpse suddenly lurched to its feat. In his booming voice, Agnarr cried out: “By the red elk!” He drew his sword.

The dry, gray skin of the corpse cracked open as something tore itself out from the inside, like a snake shedding its skin. It emerged as a glistening mass of raw muscle, pulsing with thick veins of crimson-black blood. Its fang-like teeth glittered as its mouth parted in a ghastly, hissing, guttural growl.

Agnarr retreated to the intersection and held his ground there. Tee, hearing his oath, rushed in as well, taking up a position behind him and using her longbow to shoot over his broad shoulders.

The undead monstrosity, pulling free from the dry husk of its former flesh, dashed down the hall at them. As it drew near, the bloodsheen returned – coating their flesh in a scarlet which gleamed in the flickering light of Agnarr’s sword. It made the barbarian’s grip on his sword slick, and he struggled to bring it to bear in the narrow quarters. Meanwhile, the monstrosity’s claws darted in again and again, raising hideous bleeding welts.

Elestra tried to work her way into a position where she could attack the creature too, but as she worked her way around the massive barbarian she inadvertently left her back open to the undead horror, which didn’t hesitate for a moment before tearing a huge, gaping gash across her back. She managed a single feeble and ineffective swing of her blade and then cried out in pain as her skin broke out with the bloodsheen and the wound on her back gushed a sudden torrent of blood. She fell to the floor, unconscious.

At that moment, a sudden pounding came at two of the doors behind Tee. She spun around and lowered her longbow as a desiccated corpse battered down one of the doors and shambled through it into the hallway. She fired true, but her arrow seemed to simply stick in the dead flesh of the creature.

Dominic, meanwhile, rushed in – hoping to heal Elestra and Agnarr. But the bloodsheen took him and weakened him and he was forced to turn back.

Ranthir fired bolts of eldritch might at the first creature. These had some effect, but did not seem to dissuade it. But Ranthir, in studying the creature, saw now that its wounds were visibly healing themselves.

Tee fired another arrow at the second creature. This seemed to knock it back a step, but still had little effect. So she dropped her bow and drew her dragon-hilted longsword. A tense battle between steel and claw ensued, while at her back Agnarr bled from wound after wound after wound.

With Elestra bleeding to death, Tee struggling, and Agnarr becoming weaker with every passing moment, it seemed that flight was the only possibility. Dominic stepped as close as he dared and called upon the might of his god to drive back the foul abominations. He repeated his call to the Father and raised his holy symbol high, but the creatures still fought in a frenzy.

Agnarr, trying to clear a clean path of escape for Tee, attempted to physically push his foe back down the hallway… but a claw snapped out and left a gaping wound in the side of his neck. He stepped forward again and, this time, managed to force it back a step – but he earned another grievous wound to the opposite side of his neck in payment for it.

At that very moment, Dominic’s holy strength found some meager purchase: The desiccated corpse clawing at Tee turned in sudden terror and fled. Tee, seizing the opportunity, plunged her sword deep into its exposed back. It jerked and then collapsed into a cloud of dust.

Tee cried out in joy. Agnarr turned to see what was happening… and left himself perilously open as he did. The creature’s claw found a crease in his sturdy leather armor and dug deep. The sheer force of the blow slammed Agnarr into a corner of the wall, and when the claw ripped free it was followed by a gout of blood. Agnarr fell to his knees and then collapsed.

Tee, badly wounded herself, fled for her life. She raced through the outer chamber and back into the long hall.

Ranthir was out the door before her, but Dominic – the words of his holy invocation still echoing on his lips – was laggard in his escape. The undead thing, bursting into the chamber on Tee’s heels, saw the seemingly defenseless priest and rushed straight at him. Its razor-like claw lashed out, punching deep into the priest’s stomach.

Blood bubbled to Dominic’s lips, but there was a strength deep in the priest’s frail frame – a strength born of his god perhaps. He smiled through the pain – a sickly grimace – and the words of his prayer grew loud again. He grasped the forearm of the creature – still buried in his stomach – with one hand and held it tight as he reached out with the other…

A single burst of holy light and it was done. The creature crumbled back into the dust from whence it had come and to which it now rightfully returned.

Dominic sagged to one knee. His hand closed over his ghastly wound and, with a gentle wave of holy energy, sealed it. Then he was quickly back on his feet and rushing down the hall to where Elestra and Agnarr lay.

Agnarr was still breathing, although his breaths were shallow and rasping. Elestra’s wounds, however, had bled her dry and her breathing had stopped for the second time in as many days. Dominic quickly spent the last of his holy strength on Elestra, barely managing to restore the breath of life to her. As she awoke, he used the wand they had purchased from Myraeth to awake Agnarr.

The pounding of fists upon iron was still echoing through the narrow halls. Something was trying to beat its way out to them. So, with Elestra’s condition hopefully stabilized, the group fled as quickly as they could back into the ancient passage and across the pit of insanity. Ranthir made sure to grab the boards which spanned the pit and pulled them across to their side.

REST AND RECUPERATION

The party was in a sorry state: The wound on Elestra’s back still ached and oozed. The two deep wounds on either side of Agnarr’s neck were still more than apparent. All of them had bled profusely from their pores, leaving their clothes grotesquely stained (except for Dominic whose holy vestments apparently shunned the filth) and their skin coated in coagulating gunk.

Despite their condition, they dragged themselves across town – attracting more than a few disdainful stares as they went. When they returned to the Ghostly Minstrel, Tellith took one look at them and shooed them back outside while she fetched some buckets of water to wash the worst of the filfth off them. There was, in fact, a specially designed trough to one side of the building which sloughed the water away.

“You can never be too prepared,” Tellith said and smiled.

“Does this happen often?” Tee asked.

“More often than my mop can bear,” Tellith replied.

When Tellith was satisfied, the party headed upstairs and gave themselves a thorough and proper cleaning.

When they reconvened in Elestra’s quarters, Dominic gave their injuries a thorough examination. He concluded that his gift of holy energy from Athor the Father would be strong enough the next day to rid them of their injuries, but only barely. As such, they would wait until the day after to journey back down to the ancient complex they had discovered.

Ranthir decided to spend the afternoon at the Delver’s Guild Library to see if he could find any reference to the blood-drenched creatures they had faced. (Perhaps they had some weakness.)

Ranthir had little luck in his research, but the rest of the party tried a different tack: They headed down to the Delver’s Guild office in the Undercity Market.

As they entered, Gorti Jurgen greeted them with a big smile. Agnarr quickly spoke up, “Do you know anything about undead who cause you to bleed from your pores?”

Gorti’s eyes grew wide, “Oh no… I don’t know anything about that.”

“Do you know anyone who would?”

“Not exactly. You should check at the library.”

“We’ve got a man on the job there already.” Agnarr looked around and tried to spot somebody with the air of experience to them. He saw a muscular, bald fellow leaning against the wall. The man had a scar which ran from his right temple down through a milky eye to his jowls. Agnarr strode over to him.

The man eyed him up and down as he came and grunted. “What do you want, barbarian?”

“Do you know anything about creatures like this?”

The man shrugged. “They sound like undead who cause you to bleed from your pores.”

“Exactly!” Agnarr jubilantly walked out.

While Agnarr had become the center of attention, Tee idly scanned the postings on the wall. She noticed that, in addition to the usual postings about equipment for sale and wanted expertise, there were several pro-Republican and several anti-Republican flyers posted as well. Once Agnarr was gone, she went over to the scarred man and asked him if he did, in fact, know anything. He didn’t.

They came up out of the Undercity Market and headed over to the Ghostly Minstrel. Agnarr had already hit the bar, hoping to soothe the ache from his wounds with a few women and a lot of alcohol.

A letter had arrived for Elestra. It was from Iltumar Shon and written in a crude hand:

Mistress Elestra—

I think I have a riddle to match your skill:

Oft I must strive with wind and wave.

They wish to capture what I must keep;

But in lying still am I strong in strife.

I can master them both if my grip holds out;

If the rocks bring succor and lend support.

Iltumar

Elestra was too tired to truly puzzle over the verse. Folding the letter carefully, she headed up to bed. The others soon followed her.

NEXT JOURNAL ENTRY

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.