Skip to content

Chapter 1 - Session 6

Shadows, Smugglers, and Seaside Sentinels

Events and Actions

The session picked up after the party had agreed to assist Burlyman, the innkeeper of The Crow's Nest, with his smuggling operations. The previously burned-down door in the hidden cellar chamber revealed only a passage blocked by rubble, with no trace of airflow to suggest any way through it. Noddy used his seagull, Pocket, to investigate the rat hole where water disappeared; the water down there gave off a faint, unnatural glow that let Pocket see by it, but the hole never widened enough for anyone larger than a bird to follow, and the water itself proved foul and undrinkable. Cosimo widened the crack in the floor where the water seeped away, using his mason's tools to encourage it to drain properly instead of pooling against the wall, in preparation for sealing the room. With the passage confirmed to be a dead end for now, the party resolved to seal both openings with mortar rather than risk disturbing the room further, and later returned to brick the chamber up properly.

Burlyman then laid out his proposal in full. Beyond the 200 silver he offered as a "bonus" to acquire gear, he promised the party exclusive use of the common room, free food and lodging, and a small ongoing salary. Mani pressed him on whether he had any arrangement with the City Guard or a criminal guild for protection; Burlyman admitted he had none, though he noted the greater danger lay in distributing the smuggled goods rather than in fetching them. He also revealed that he had never personally gone down the tunnel since it reopened, and that the associates who had gone in his place had since been caught by the authorities, but had not given him up. He offered only an informal assurance that, should any of them be caught, he'd do what he could to see they weren't "too inconvenienced," stopping short of any real guarantee, and described his usual buyers as wealthy but not among the truly powerful — people with particular tastes rather than the means to simply buy whatever they wished. Riu separately asked whether Burlyman's smuggling channel could be used to acquire rare books; Burlyman said books were not his usual trade but agreed to look into a specific request if given one.

Before formally accepting, the party weighed the offer among themselves. Riu, as a noble with no pressing need for coin, wanted to hear Burlyman out before committing rather than join outright; the rest argued that their still-unexplained circumstances — the amulets, the old women who had led them here, their near-simultaneous arrival — meant they were bound together whether they sought adventure or not, and the group voted to proceed. Mindful of Randolph's earlier remark that he might report what he had learned of the medallions to the Academy, the party also agreed to stop mentioning the amulets to anyone outside their own circle for the time being. They then returned to Randolph the tools he had lent them for the rat problem, along with two of the rat corpses as proof the job was done; delighted, he sketched one into his notebook beside a scale for reference, and, in exchange for Mani agreeing to serve as his sparring partner, promised to begin teaching him swordsmanship.

A significant discussion revolved around managing the 200 silver advance. Mani first floated the idea of a privateer-style share system — individual shares plus extra shares held in common for group needs — as a model for dividing future earnings, but the party set that broader question aside for now and settled on a simpler arrangement for this specific advance: each of the six members would receive 25 silver for personal equipment, with the remaining 50 silver placed into a common fund managed by Riu and Werner De Rendal and hidden behind a loose brick in the secret cellar room.

The PCs then embarked on a shopping trip in The Capitol. Riu researched magical amulets at an Upper City library but found nothing on how such items might be created and no match for his own amulet among known legendary items, turning up only a passing reference to an unidentified magical ring; the next day he visited a bookstore instead and purchased a scholarly book on Divinity of Two pilgrimage and blessing practices. Before shopping, he also called on his family's steward to say he would be staying in town longer and wrote a letter telling his father he could be reached through The Crow's Nest. Knick Nab visited one of the shops Burlyman recommended for lockpicks, pitons, and rope. Other party members acquired various weapons, armor, and tools. Noddy purchased a pistol and associated gear using his share and some personal funds, and separately outfitted himself with a tricorn hat, an embroidered jacket, a linen shirt, leather gauntlets, three pairs of woolen socks, new boots, a leather belt, a small weather-proof backpack, and a cutlass sheath, along with a bag of fresh chips for Pocket, who by day's end was reportedly too fat to fly. Mani acquired a new rapier and dagger and, true to his earlier promise, Randolph gave them a once-over when asked, balancing each in turn and judging them plain but serviceable for a beginner.

Noddy went upstairs to show off his own new outfit; Mistress Clara looked him over, remarked that he was dressed for an evening's activities rather than a day's, and gifted him a black scarf, tying it around his neck herself. Burlyman then drew the party aside into the kitchen, past his wife kneading dough, and showed them a hinged section of counter concealing a narrow shaft and bucket rig used to haul small goods up from below without using the stairs. Mani also had a memorable and somewhat charged interaction with Mistress Clara upstairs. He awkwardly dedicated his new rapier ("Mistress Mary") and dagger ("Mistress Clara") to the ladies. Mistress Clara, impressed by the gesture, skillfully handled the dagger named for her and then kissed it. Mani's subsequent charm attempt (a natural roll of 66 contributing to a partial success) resulted in Mistress Clara finding him "utterly fascinating," hinting at a special, if currently platonic due to his youth, connection.

That evening, as word spread that The Crow's Nest was "back to its old self," the common room filled with sailors drinking and several tried, mostly without success, to talk their way upstairs. One drunken sailor tore the curtain aside and forced his way toward the stairs; Randolph came out with his swagger stick, warded the man off without any real violence, walked him back outside, and let him fall down to general laughter before bowing and returning inside. The next morning, Randolph woke Mani at six o'clock for an hour of hard sparring with practice swords, leaving him exhausted but determined to take his training seriously, with the lesson to repeat daily.

Following their shopping, Burlyman revealed the actual smuggling route: a hidden passage behind a false wall in the main cellar, low and narrow enough that even the PCs had to stoop. A short way in, the corridor widened beneath the hole leading up to the kitchen's dumbwaiter shaft — goods need only be hauled that far by hand before being winched the rest of the way up. He explained that before the tunnel's collapse, boats had been able to unload directly through an opening in the cliffside; since then a new exit had been cut further down, concealed by brush that must always be replaced after use. He gave the party a specific combination of coins (3 tin, 2 copper, 1 bronze) to identify themselves to his contact, instructed them to signal a boat with a hooded lantern (three flashes) once the coast was clear, and showed them a point in the tunnel that could be intentionally collapsed if necessary. The party spent the following afternoon resting and preparing soberly — Mani in particular abstaining from drink and eating well — before that night settling a marching order and a pair of code words — "Pristine" to signal readiness for a fight, and "Copacetic," followed by a three-count, to signal it was time to run — before venturing down the passage.

The tunnel proved to be mostly a natural crack, worked only a little, with a wooden cart track down its center in poor repair in places; Werner De Rendal and Mani pushed the two small carts found there while Riu carried the party's bullseye lantern and Cosimo brought up the rear with a small candle lantern. Knick Nab and Noddy scouted ahead in the dark. There was some water infiltration but the passage was otherwise dry, with no rats or side passages, and it took the party close to an hour, descending most of the way, to reach a wider cavern near the tunnel's end, where they found eight backpack frames suitable for carrying barrels.

From there, Noddy sent Pocket ahead to scout the coastal exit — a wide, rubble-strewn slope pocked with pools of standing water of unknown depth, spanned in places by makeshift wooden bridges and platforms built since the collapse, with two distinct ruined houses and a set of docks cobbled together from wreckage. Pocket and Knick Nab spotted a City Guard in one of the ruined buildings, a soldier armed with a musket and wearing a fancy hat; Knick Nab found himself directly in the guard's line of sight, shielded only by a low wall, before the party quietly withdrew. A second guard was spotted atop a broken tower, reached by a ladder.

The session concluded with the party aware of both guards' positions, agreeing that neither was their expected contact, and resolving to wait for the coast to clear before signaling the smugglers' boat.

NPCs & Creatures

  • Burlyman: Innkeeper of The Crow's Nest, orchestrator of the smuggling operation. Laid out his full offer to the party (bonus advance, free room and board, and an eventual salary), admitted he has never personally gone down the tunnel since it reopened, and revealed that past associates who did were caught but never gave him up.
  • Burlyman's wife: Seen kneading dough in the kitchen while Burlyman showed the party the hidden dumbwaiter shaft.
  • Randolph the Chronicler: Academic residing at the inn, serving the Academy — a neutral organization, based from a coastal island tower roughly between the northern and southern realms, dedicated to gathering knowledge from across the land and sharing it with all comers. He chose The Crow's Nest as a base after hearing it saw plenty of business, though little has come his way so far. Pleased to have his lent tools returned along with two rat corpses as proof the infestation was dealt with, he sketched one into his notebook for his records, and agreed to take Mani on as a sparring partner and teach him after hearing how he'd been refused instruction by the Ropolos School's noble-only fencing master and had trained instead under the school's groundskeeper, a former Marine; later assessed Mani's newly bought rapier and dagger as "plain but serviceable." Drove off a drunken sailor who forced his way toward the stairs, then woke Mani at six the next morning for an hour of hard sparring instruction.
  • Mistress Clara: An associate of Mistress Mary, works upstairs at The Crow's Nest. She admired Noddy's new outfit and gifted him a black scarf, tying it around his neck herself. She also had a significant, charming interaction with Mani, who dedicated his new dagger to her; following a successful charm attempt (resulting in a partial success), she is now notably intrigued by and fascinated with him.
  • Mistress Mary: Mentioned by Mani; a healer working upstairs.
  • Pocket: Noddy's pet seagull, used for scouting.
  • Sailors: Patrons who returned to The Crow's Nest common room now that word had spread it was open again; several tried and mostly failed to talk their way upstairs, and one drunken sailor had to be turned away by Randolph.
  • City Guards: Two guards spotted near the coastal exit of the smuggling tunnel — one a soldier armed with a musket and wearing a fancy hat, stationed in a ruined building; the other atop a broken tower, reached by a ladder.

Locations

  • The Crow's Nest:
    • Common Room: General interactions, observation of sailors, and the drunken sailor incident.
    • Kitchen: Contains a hinged countertop concealing a narrow shaft and bucket rig for hauling small goods up from the cellar without using the stairs.
    • Cellar: Location of the hidden chamber (rubble-filled passage, now sealed with mortar) and the entrance to the new smuggling tunnel.
    • Upstairs Area: Visited by Noddy to show off his new outfit, and by Mani to speak with Mistress Clara.
  • The Capitol:
    • Upper City Library: Visited by Riu for research, with little success.
    • Bookstore: Visited by Riu the following day; purchased a scholarly book here.
    • Various Shops: Where PCs purchased equipment, including lockpicks, pitons, and rope for Knick Nab.
  • Smuggling Tunnel: A long, narrow, and winding passage leading from The Crow's Nest cellar to the coastal ruins, mostly a natural crack lightly worked by hand. Contains a wooden cart track in poor repair in places, two small carts, and eight backpack frames. A hole partway down connects up to the kitchen's dumbwaiter shaft, letting goods be winched the rest of the way rather than hand-carried. From its downward course, the party worked out they were passing beneath the High Town district known as the Hill. Descends most of the way, with minor water infiltration but no rats, and one deliberate collapse point. Boats could once unload directly at an opening in the cliffside before the collapse; the current coastal exit is a newer cut, kept hidden behind brush.
  • Coastal Ruins (Cliff Town): The area where the smuggling tunnel exits — a wide, rubble-strewn slope with pools of standing water of unknown depth, makeshift wooden bridges and platforms spanning the gaps, two distinct ruined houses, and docks cobbled together from wreckage. Two City Guards were present here.

Conflicts

  • No direct combat occurred.
  • A drunken sailor forced his way past the curtain toward the stairs; Randolph the Chronicler warded him off with his swagger stick, walked him back outside, and let him fall to general laughter without any real violence.
  • The primary tension arose from scouting the coastal area and discovering the presence of City Guards, requiring the party to strategize and wait. At one point Knick Nab found himself directly in a guard's line of sight, shielded only by a low wall, before the party quietly withdrew.
  • Mani's interaction with Mistress Clara, while not a conflict, was a significant social encounter. His youthful awkwardness combined with a successful charm attempt (a natural roll of 66 leading to a 'partial success') created a memorable dynamic, leaving Mistress Clara notably fascinated by him.

Learnings and Discussions

  • Smuggling Operation Details: The party learned the specific route, signaling method (three lantern flashes), and token (3 tin, 2 copper, 1 bronze coins) for Burlyman's smuggling operation. They also learned about a potential collapse point in the tunnel and found backpack frames for carrying goods.
  • Burlyman's Terms: Beyond the 200 silver bonus, Burlyman offered the party exclusive use of the common room, free food and lodging, and a small ongoing salary. He has no arrangement with the City Guard or any organized protection, and admitted the real danger lies in distributing the smuggled goods rather than fetching them. He has never personally used the tunnel since it reopened; past associates who did were caught but did not betray him.
  • Financial Arrangement: The 200 silver advance was divided: 25 silver per PC for gear, 50 silver for a common fund, hidden behind a loose brick in the secret cellar room.
  • Guard Presence: Two City Guards were identified at the coastal end of the smuggling tunnel, necessitating caution.
  • Randolph's Skills & Offer: Randolph is a skilled swordsman. After Mani recounted being turned away in his youth by the Ropolos School's noble-only fencing master and training instead under the school's groundskeeper, a former Marine, Randolph agreed to train him and began daily 6am lessons; he later judged Mani's newly bought rapier and dagger "plain but serviceable."
  • The Academy: Randolph further described the neutral organization he serves — based from a tower on a coastal island roughly between the northern and southern realms, dedicated to gathering knowledge from across the land and sharing it with all comers. He chose The Crow's Nest as a base after hearing it saw good business, though little has come his way so far.
  • Keeping the Secret: Mindful that Randolph might report what he had learned of the medallions to the Academy, the party agreed to stop mentioning their invisible amulets to anyone outside their own circle for the time being.
  • Mistress Clara & Upstairs: Mistress Clara is receptive to the PCs, particularly Mani, and also warmly received Noddy, gifting him a black scarf. The upstairs area continues to be a place of interest and potential influence.
  • Riu's Research: Riu's library research on magical amulets was fruitless — no information on how such items are created, and no match for his amulet among known legendary items, aside from a passing reference to an unidentified magical ring. He later purchased a book on Divinity of Two pilgrimage and blessing practices from a bookstore instead.
  • Code Words: The party established code words: "Pristine" to prepare for a fight, and "Copacetic," followed by a three-count, to prepare to run or to signal an immediate run.

Items Gained

  • Manuel de Barret (Mani):
    • Rapier (cost 22 silver)
    • Dagger (cost 3 silver)
  • Noddy:
    • Flintlock Pistol (cost 20 silver)
    • Powder Flask (cost 5 bronze)
    • Gunpowder (cost 2 silver)
    • Bullet Mold (cost 9 bronze)
    • Lead Ingot (cost 5 silver)
    • Dagger (cost 3 silver)
    • (Noddy used his 25 silver share and 6.4 silver of his personal funds for these items)
    • Tricorn Hat, Embroidered Jacket, Linen Shirt, Leather Gauntlets, 3 Pairs of Woolen Socks, Boots, Leather Belt, Small Weather-proof Backpack, and a Cutlass Sheath (separate outfitting purchase)
    • Black Scarf (gift from Mistress Clara)
  • Werner De Rendal:
    • Harpoon (cost 2.5 silver)
    • 2 Throwing Knives (equivalent to daggers, cost 6 silver total)
  • Cosimo Cellini Scivio:
    • Quilted/Padded Armor (cost 5 bronze)
    • Leather Jerkin (cost 1 silver)
  • Knick Nab:
    • Lockpicks (cost 6 bronze)
    • Pitons (3, cost 3 copper total)
    • 50ft Light Rope (cost 4 copper)
  • Infurious Montesigna (Riu):
    • Scholarly Book (on religious pilgrimages/blessings, cost 2 silver)
  • Party:
    • Initial 200 silver advance from Burlyman.
    • Bandanas/Scarves for each member.
    • 8 Backpack Frames (found in the smuggling tunnel).
    • A common fund of 50 silver was established. (The remainder of the 150 silver allocated for personal purchases resides with individual PCs).

Items Lost

  • The party, through individual and common fund expenditures, spent a portion of the 200 silver advance from Burlyman on equipment and supplies. (Specifically, 62.7 silver from the 150 silver allocated for individual shares was spent, and Noddy contributed an additional 6.4 silver from personal funds).