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Get This to the Sergeant

Cold open 13 · Haxami takes a dying messenger’s letter and outruns the Wild Tribes to bring it home, and is made a scout for it

At a Glance

Who’s in it
Haxami, playing his past self. The DM voices the messenger and the Wild Tribes. Remper, his sergeant, comes in only at the end, to receive the letter; he is played by Marellius’s player unless the DM takes him (still open). Nonne and Trill are at the table and not in the scene; they watch.
When
House Seera’s militia, eastern Tohsa. A few years in, still a recruit, before he was ever a scout. Young. The player rolls the sheet he has.
What has to be true first
He has been sent out alone to watch the Wild Tribes. He is loyal, dutiful and honorable, the scout canon says died on the northeastern shores, and he has not yet learned anything else.
Status
Shape settled 2026-10-16. Boxes not written yet.
Runs
Eight to ten minutes
Boxes
Five, numbered below. Box 4 is read only if he opens the letter.
Rolls
Four: the opening check, then three chase legs, each harder than the last.
Reveals
Why Haxami became a scout. He carried a dead man’s letter home through the Wild Tribes, and his sergeant recommended him for it.

The one thing to know before running it

He gets home. The messenger dies and the letter reaches Remper; that is fixed. The chase decides what it costs him and who is carrying dice into the session, not whether he makes it.

The letter is his choice. Nothing at the table asks him to open it. If he does, he reads the cove. If he does not, nothing is lost. Either is the right way to play it.

The opening

The opening line

You’re kneeling.

Right away, to Haxami: DC 12 Perception or Survival, player’s choice — where the shot came from. Then read box 1.

Read-aloud 1 — the messenger

Not written yet. The messenger, dying, puts the letter in his hands: “Get this to the sergeant.” Then a Wild Tribes arrow, and he is gone.

What happens

Beat one — the messenger

Haxami is out watching the Wild Tribes and finds a Seeran messenger already hurt. The messenger gets out one line before the arrow. The opening check is where the shot came from: a success is a head start, a failure is the Wild Tribes already between him and the trail.

Beat two — the canopy

Leg 1: DC 12 Acrobatics or Athletics, player’s choice.

Read-aloud 2 — the canopy

Not written yet.

Beat three — the river

Leg 2: DC 13 Athletics or Survival, player’s choice. The crossing soaks the wax, and the seal comes half off.

Read-aloud 3 — the river

Not written yet.

On the far bank, nobody is watching. Say the seal is half off and stop talking. If he opens it, read box 4. If he does not, go straight to leg 3.

Read-aloud 4 — the letter (only if he opens it)

Not written yet. The first report of the pirate cove on the northeastern shore.

Beat four — the camp’s edge

Leg 3: DC 14 Stealth or Survival, player’s choice. A failed leg costs ground or a wound, never the run.

Read-aloud 5 — the sergeant

Not written yet. He puts the letter in Remper’s hand. The recommendation to the scouts comes the next morning.

Hand the receiving to Remper. Stop once the letter has changed hands.

What’s rolled

Four, on the sheet in front of him — the character he has, years younger. No roll decides whether he gets home. He does.

Who & whatDCSuccess carriesFailure carries
Haxami — Perception or Survival
the opening line
DC 12 He sees where the shot came from and has a head start. A Dream Inspiration die. The Wild Tribes are already between him and the trail. The DM’s die.
Haxami — Acrobatics or Athletics
leg 1, the canopy
DC 12 He gains ground. A Dream Inspiration die. They gain on him, or he takes a wound. The DM’s die.
Haxami — Athletics or Survival
leg 2, the river
DC 13 He crosses clean. A Dream Inspiration die. The seal is half off either way. They gain on him, or he takes a wound. The DM’s die.
Haxami — Stealth or Survival
leg 3, the camp’s edge
DC 14 He reaches the camp ahead of them. A Dream Inspiration die. He reaches the camp with them close behind. The DM’s die.

The DM’s die

This cold open only; the spec is unchanged. Every failed check gives the DM a d6 that works like the Dream Inspiration die, on the other side of the screen: add it to one enemy attack roll, ability check or saving throw, deciding after the d20 is rolled and before saying whether it worked. It lasts until the session ends. Each failure gives its own die. It replaces the 1d4 damage and mark the spec gives a failure.

What it reveals

Why Haxami became a scout. He was not posted as a punishment. He carried a dead man’s letter home through the Wild Tribes, and his sergeant recommended him for it. This is the loyal, dutiful boy canon says died on the northeastern shores.

If he opens it, the cove. The table hears about the pirate cove on the northeastern shore before the Bloodied Sands are ever named.

And that he was House Seera’s before he was House Ehn’s. 🔒 canon says he was a scout and that it ended on the northeastern shores; it does not say whose militia. This page says Seera’s. If that should be canon, the dossier needs the line — it is not edited here.

Behind the screen

Serrin has read this one like all the others, so he knows what nobody in Onda does: the man in the clerk’s greys was a Seeran soldier, and a good one. That is a fact in his pocket, not a scene. And the commander who sold the party — Aldous Rook, named 2026-09-09 — stays unseen; this page does not spend him. Remper is not the seller.

Still open

Decide before you run it — none of these are invented here

The messenger’s name. A basic first name. His relationship to Haxami does not matter.

How old he is. Young, and a few years in.

Who plays Remper. Marellius’s player, as before, or the DM, now that it is one scene at the end.

What the cove report says, word for word. Box 4.

The recommendation. Played the next morning, or said in a line.